Search found 3126 matches

by Bilka
Fri Apr 26, 2024 3:31 pm
Forum: Documentation Improvement Requests
Topic: remove_tab
Replies: 2
Views: 56

Re: remove_tab

You have to call remove_tab(nil), with the explicit nil arg. The docs need an update to make that clearer and I'll see if it's possible to change this to allow remove_tab() for 2.0.
by Bilka
Fri Apr 26, 2024 10:21 am
Forum: Wiki Talk
Topic: Delete archived wiki items
Replies: 8
Views: 888

Re: Delete archived wiki items

I ran a script to move the pages to the new Archive: namespace. For now, the redirects exist so the old page still show up in the search. Once the redirects are slowly removed the pages will also disappear from the search. I decided against making a navbox for the archived pages. I think the categor...
by Bilka
Fri Apr 26, 2024 9:46 am
Forum: Modding help
Topic: Enable/unhide technology with an event?
Replies: 4
Views: 117

Re: Enable/unhide technology with an event?

Did you also change the line where you define the function so that it takes the force as a parameter?

["available-technology"] = function(force)
by Bilka
Fri Apr 26, 2024 8:51 am
Forum: Modding help
Topic: Enable/unhide technology with an event?
Replies: 4
Views: 117

Re: Enable/unhide technology with an event?

Data.raw isn't available during runtime. You have to access the technology on the force that finished the research: script.on_event(defines.events.on_research_finished, function(event) local researchFinished = { ["available-technology"] = function(force) otherFunctionThatTakesTime() force....
by Bilka
Thu Apr 25, 2024 7:05 pm
Forum: Mod portal Discussion
Topic: New Dependencies Page
Replies: 4
Views: 1562

Re: New Dependencies Page

Amazing!

Bug report: When looking at hidden dependencies, changing the sort order switches back to the "default" dependency type.
by Bilka
Thu Apr 25, 2024 5:33 pm
Forum: General discussion
Topic: Has there been an FFF that discusses the software architecture for the player inventory?
Replies: 2
Views: 160

Re: Has there been an FFF that discusses the software architecture for the player inventory?

If you have entirely no idea how we handle items, here is an FFF on ItemStacks which has some info on items themselves: https://factorio.com/blog/post/fff-198 As you can see, in our case we have the information on the item (things that are modified runtime, e.g. current durability) and item prototyp...
by Bilka
Wed Apr 24, 2024 6:00 pm
Forum: Gameplay Help
Topic: Help with the editor needed
Replies: 8
Views: 496

Re: Help with the editor needed

Uninstall the bottleneck mod, it adds those dots.
by Bilka
Tue Apr 23, 2024 6:52 pm
Forum: Technical Help
Topic: [1.1.107] LuaEntity
Replies: 5
Views: 238

Re: [1.1.107] LuaEntity

Post a https://wiki.factorio.com/Log_file from a session with the problem.
by Bilka
Tue Apr 23, 2024 8:41 am
Forum: Wiki Talk
Topic: Console / stdin especially on windows
Replies: 2
Views: 253

Re: Console / stdin especially on windows

If you're looking for modding help in the near future, I can move this post to that subforum. Otherwise: This information is unlikely to be documented in the API docs, at most it might find a place on the wiki. There it would be a low prio project to find a place for information on stdin on differen...
by Bilka
Fri Apr 19, 2024 1:07 pm
Forum: Documentation Improvement Requests
Topic: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
Replies: 2
Views: 151

Re: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter

But nil should indeed be in the type union, moved to doc requests.
by Bilka
Tue Apr 16, 2024 6:47 pm
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 30
Views: 17212

Re: [0.16.16] Tile prototype limit (255) too low

See viewtopic.php?p=589483#p589483 - limit was raised for 2.0. Locking this thread, any further discussion should go in the linked thread.
by Bilka
Thu Apr 04, 2024 7:22 am
Forum: Wiki Talk
Topic: Wiki prototype link goes to old website
Replies: 1
Views: 278

Re: Wiki prototype link goes to old website

The infrastructure behind those automatic links needs some larger adjustments that haven't been done yet. Moving to Wiki Talk.
by Bilka
Thu Apr 04, 2024 7:18 am
Forum: Duplicates
Topic: Crash on exit
Replies: 1
Views: 176

Re: Crash on exit

See 108367
by Bilka
Tue Apr 02, 2024 6:16 pm
Forum: Technical Help
Topic: [1.1.106] steam error
Replies: 13
Views: 603

Re: [1.1.106] steam error

That looks like you're launching Factorio and/or Steam via Wine or Proton. Use the native linux version instead, then post a new log.
by Bilka
Tue Apr 02, 2024 10:03 am
Forum: Minor issues
Topic: [1.1.104] Crash on --dump-icon-sprites (linux)
Replies: 3
Views: 378

Re: [1.1.104] Crash on --dump-icon-sprites (linux)

Cannot reproduce with the provided information. I'm on x11, proprietary nvidia driver, kde.

It may be helpful if you provide the full log because it contains information on the used graphics settings.
by Bilka
Wed Mar 27, 2024 7:35 pm
Forum: Modding interface requests
Topic: mod option for hiding weapon slots
Replies: 3
Views: 220

Re: mod option for hiding weapon slots

Moved it for you.
by Bilka
Mon Mar 25, 2024 2:56 pm
Forum: Resolved Requests
Topic: LuaSurface::find_entities_filtered has unexpected interactions with empty table arguments
Replies: 1
Views: 352

Re: LuaSurface::find_entities_filtered has unexpected interactions with empty table arguments

Thanks for the note, I added a description to the affected parameters for the next release (1.1.106). Affected by this are: name, ghost_name, type, ghost_type in find_entities_filtered and count_entities_filtered. name in find_tiles_filtered and count_tiles_filtered. Warning: This behaviour will cha...
by Bilka
Wed Mar 20, 2024 9:14 am
Forum: Modding help
Topic: Blueprint orientation when still in hand (not pasted).
Replies: 2
Views: 188

Re: Blueprint orientation when still in hand (not pasted).

The on_pre_build event has position which is the center of the blueprint, and direction to tell you if the blueprint was rotated before placement. So you can do the calculations and order the deconstruction inside that event. You may be interested in https://mods.factorio.com/mod/DestructiveBlueprin...
by Bilka
Wed Mar 20, 2024 9:12 am
Forum: Modding help
Topic: adding a property using table insert between se and mega furnace
Replies: 12
Views: 429

Re: adding a property using table insert between se and mega furnace

table.insert is intended for array-like tables, meaning a table with continuous numeric keys starting from 1. A prototype is not an array-like table. So data.raw["assembling-machine"]["mega-furnace"].se_allow_in_space = true is the correct syntax. Have you checked whether the typ...

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