Search found 173 matches

by moon69
Tue Jun 14, 2022 6:10 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.60] Crash when FluidStream.particle_buffer_size = 0
Replies: 2
Views: 244

Re: [1.1.60] Crash when FluidStream.particle_buffer_size = 0

Thanks.

Agreed - I was just trial & erroring since the docs on what the various properties do are a quite... streamlined :)
by moon69
Tue Jun 14, 2022 5:57 pm
Forum: Implemented mod requests
Topic: reverse_entity_type_filters please
Replies: 10
Views: 268

Re: reverse_entity_type_filters please

I'm talking specifically about the filters... EG: For normal select I can specify entity_type_filters so the selection-tool will only select wooden-chests... entity_type_filters = { "wooden-chest"} Similarly there is alt_entity_type_filters to restrict what the selection-tool will select w...
by moon69
Tue Jun 14, 2022 1:56 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27780

Re: Small documentation improvement requests

Prototype/Animation.layers documentation was copy/pasta from Types/Animation.layers and doesn't really make sense here. layers Type: table of Animation If this property is present, all Animation definitions have to be placed as entries in the array, and they will all be loaded from there. Each item...
by moon69
Tue Jun 14, 2022 11:01 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27780

Re: Small documentation improvement requests

RE: FluidStream.particle_buffer_size prototype documentation... the value must be greater than zero! So... 0 < particle_buffer_size < 256 Also: It appears this setting determines the number of spawned children of the stream... could this be documented please? -> Thank you Honktown for adding this t...
by moon69
Tue Jun 14, 2022 10:54 am
Forum: Resolved Problems and Bugs
Topic: [1.1.60] Crash when FluidStream.particle_buffer_size = 0
Replies: 2
Views: 244

[1.1.60] Crash when FluidStream.particle_buffer_size = 0

Setting FluidStream.particle_buffer_size = 0 causes a crash when trying to surface.create_entity() the stream. 26.252 Error CrashHandler.cpp:494: Exception Code: c0000005, Address: 0x00007ff7d0a7e461 ModuleBase: 0x00007ff7d0770000, ImageSize: 01dc2000, RelativeAddress: 0030e461 26.252 Error CrashHan...
by moon69
Tue Jun 14, 2022 9:24 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27780

Re: Small documentation improvement requests

LuaSurface.create_entity documentation doesn't have advice for "stream" type entities.

It appears to be the same requirements as type "beam", but it would be nice to be sure.
by moon69
Tue Jun 14, 2022 7:00 am
Forum: Implemented mod requests
Topic: reverse_entity_type_filters please
Replies: 10
Views: 268

Re: reverse_entity_type_filters please

Selection tools have 3 events: Normal select (left-drag) on_player_selected_area Alt select (default shift-left-drag) - vanilla use is to cancel upgrades, deconstruction etc. on_player_alt_selected_area Reverse select (default right-drag) - vanilla use is to downgrade with the upgrade planner (see i...
by moon69
Mon Jun 13, 2022 8:12 pm
Forum: Implemented mod requests
Topic: reverse_entity_type_filters please
Replies: 10
Views: 268

reverse_entity_type_filters please

Prototype/SelectionTool has
entity_filters
alt_entity_filters

entity_type_filters
alt_entity_type_filters

but no reverse_entity_filters or reverse_entity_type_filters.

"reverse" can't help it they are a little bit backward - they still deserve some filter love? please?
by moon69
Sun Jun 12, 2022 12:24 am
Forum: General discussion
Topic: Alt-F4 #62 - AngelBob vs. Space Exploration vs Industrial Revolution
Replies: 1
Views: 521

Re: Alt-F4 #62 - AngelBob vs. Space Exploration vs Industrial Revolution

You inspired me to have a look at Space Exploration next run thanks.

RE: Graphics of Bob's mod... Kirazy has done good work with Artisanal Reskins: Bob's Mods that brings HD graphics including more distinct icons and entities and more consistency.
by moon69
Wed May 18, 2022 7:11 pm
Forum: Modding help
Topic: What does regenerate_entity() actually do?
Replies: 0
Views: 115

What does regenerate_entity() actually do?

What is LuaSurface.regenerate_entity() actually supposed to do? I was hoping it would create "natural" patches of ore for me like at map generation time. Does it only work on un-revealed chunks? I've run the following code dozens of times - the first two calls hang Factorio for a few secon...
by moon69
Sun Apr 10, 2022 2:04 pm
Forum: Modding help
Topic: Number of characters in utf8 string
Replies: 1
Views: 113

Number of characters in utf8 string

Any suggestions on how to get the number of displayed characters in a lua string that may contain utf8 chars? #str & string.len(str) return the number of bytes rather than number of characters. There is the utf8 string module in lua 5.3, but it's not found in game (not sure if Factorio is still ...
by moon69
Fri Apr 08, 2022 3:53 pm
Forum: Technical Help
Topic: Font fallback weirdness in Load Game window
Replies: 0
Views: 105

Font fallback weirdness in Load Game window

Why do font fallback characters in the Load Game window appear larger/bold than the primary font? DejaVu Sans appears correct size/weight when it's the only font, but not when it's the fallback... Load-Fallback2.png The above created by removing all fallback fonts in locale\en\info.json and then cha...
by moon69
Tue Mar 29, 2022 12:18 pm
Forum: Technical Help
Topic: AMD Adrenalin Image Sharpening is rubbish
Replies: 0
Views: 196

AMD Adrenalin Image Sharpening is rubbish

I fired up Factorio after an extended break and thought the graphics looked grainy/pixelated compared to what I remembered. I eventually discovered that the AMD Adrenalin software for my Radeon 5700 XT defaults to enabling "Image Sharpening" and this was the cause of the issue. On the left...
by moon69
Thu Feb 18, 2021 3:27 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 66
Views: 12050

Re: [1.1] bugs and balance issues.

bobores_1.1.0/prototypes/sulfur.lua appears to be missing:

Code: Select all

icon_size = 64,
icon_mipmaps = 4,
This gives the wrong size icon in LuaGuiElement
→ choose-elem-button (with type = "entity")...
sulfur icon size issueA.png
sulfur icon size issueA.png (66.23 KiB) Viewed 2971 times
by moon69
Sat Feb 06, 2021 8:38 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 51
Views: 18141

Re: [1.1] Bob's Mods: General Discussion

ptx0 wrote:
Fri Feb 05, 2021 10:32 pm
that's really just asking for too much imo, there's already too many variables in how things can be set up.
I agree perhaps that for new factories the option is not required.
However, to me it seems unkind to introduce factory breaking changes without making them optional.
by moon69
Fri Feb 05, 2021 5:52 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 51
Views: 18141

Re: [1.1] Bob's Mods: General Discussion

Version: 1.1.2 Date: 06. 12. 2020 Changes: - Extra Chemistry will replace Water with Hydrogen Peroxide in Sulfuric acid and Nitric acid recipes. My existing base is is using water for Sulfuric Acid etc. but if I turn off "Extra Chemistry" it removes loads of other stuff (Limestone etc.). ...
by moon69
Fri Feb 05, 2021 11:45 am
Forum: General discussion
Topic: FFF email forum link is a bit smelly
Replies: 3
Views: 910

FFF email forum link is a bit smelly

When a new FFF is released, I get an email from <newsletter@factorio.com> that has a link to the FFF that looks like this... You can read it on our website: https://factorio.com/blog/post/fff-365 However the link is actually to https://newsletter.factorio.com/links/QJ-NLJ_Ai/Km9uSnxm9/vqFyYyWJ1yP/JJ...
by moon69
Fri Nov 06, 2020 12:49 am
Forum: Modding help
Topic: serpent.block(data.raw) incorrect values
Replies: 5
Views: 823

Re: serpent.block(data.raw) incorrect values

The link correctly says "by default". Nothing stops you from turning comments on again. It's not always desync safe, but that doesn't matter if you just want to look at data.raw. Thanks - thought I tested that - but obviously not! Certainly helps in identifying which values are affected. ...
by moon69
Fri Nov 06, 2020 12:41 am
Forum: Modding help
Topic: serpent.block(data.raw) incorrect values
Replies: 5
Views: 823

Re: serpent.block(data.raw) incorrect values

I could just restore old behavior with nil's if highly requested because script context is no longer saved using serpent ( 0.18.28 ). Thanks, but don't think nil vs 0 would make much difference - it was really just obfuscating the underlying working of serpent. I've hacked serpent.lua and it seems ...
by moon69
Thu Nov 05, 2020 7:47 pm
Forum: Modding help
Topic: serpent.block(data.raw) incorrect values
Replies: 5
Views: 823

serpent.block(data.raw) incorrect values

I finally figured out why so many fields in my log(serpent.block(data.raw)) were 0 where I expected tables... serpent.block() outputs nil for shared/self-referenced tables, Factorio's version of serpent changes nil to 0 (patch 0.18.15 ) Factorio's version of serpent doesn't allow comments turns comm...

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