If BaseAttackParameters → activation_type is not defined, the default appears to be "shot" rather than "shoot".
This means the item tooltip shows Unknown key: "tooltip-category.shot"
Search found 183 matches
- Mon Nov 11, 2024 12:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] BaseAttackParameters → activation_type default incorrect
- Replies: 1
- Views: 229
- Tue Oct 22, 2024 7:27 am
- Forum: Ideas and Suggestions
- Topic: Improve "website" purchase process
- Replies: 0
- Views: 132
Improve "website" purchase process
TL;DR "Website" purchase of Space Age was frustrating What ? Ideally: automate "Factorio website" purchase so I don't need to be logging into 3rd party websites with unspecified login credentials Minimally: Indicate on https://factorio.com/buy-space-age that: you will actually b...
- Wed Nov 22, 2023 4:37 pm
- Forum: Technical Help
- Topic: Prevent log to powershell window
- Replies: 0
- Views: 374
Prevent log to powershell window
I have a powershell script to launch Factorio on Win10. pwsh -FilePath Factorio.ps1 The script finishes with the launch command... $process = (Start-Process -FilePath C:\Factorio\bin\x64\Factorio.exe) I've used the above command for years now, but since I recently started Factorio-ising again it's s...
- Fri Nov 10, 2023 3:54 pm
- Forum: Minor issues
- Topic: [1.1.92] data.raw JSON dump serializes empty arrays wrong
- Replies: 8
- Views: 1664
Re: [1.1.92] data.raw JSON dump serializes empty arrays wrong
Why is it inconsistent though?
vs
Please can we have empty flags in JSON dump as follows?
Code: Select all
"flags":
[
"placeable-neutral",
"player-creation"
],
Code: Select all
"flags":
{},
Code: Select all
"flags":
[],
- Wed Oct 11, 2023 1:31 pm
- Forum: Modding help
- Topic: entity.previous_recipe is empty
- Replies: 0
- Views: 362
entity.previous_recipe is empty
Has the furnace LuaEntity.html#previous_recipe functionality changed? I thought it used to show the previously crafted recipe even if it was the same as the currently crafted recipe from LuaEntity.html#get_recipe . EG: after each craft of a copper-plate, the previous_recipe would update to copper-pl...
- Wed Sep 27, 2023 6:34 pm
- Forum: Modding interface requests
- Topic: horizontal & vertical window_bounding_box for storage-tank
- Replies: 1
- Views: 469
horizontal & vertical window_bounding_box for storage-tank
I would like the pipe prototype's horizontal_window_bounding_box & vertical_window_bounding_box on the storage-tank prototype so I can make asymmetrical storage tanks with an off-centre fluid window.
As it stands, the storage-tank prototype only has window_bounding_box.
As it stands, the storage-tank prototype only has window_bounding_box.
- Sun Mar 26, 2023 2:56 pm
- Forum: Modding help
- Topic: API for setting tile building area?
- Replies: 0
- Views: 489
API for setting tile building area?
Is there a programmatic way to change the size of the tile building area (numpad+/- functionality)?
- Thu Mar 16, 2023 10:17 am
- Forum: Implemented Suggestions
- Topic: Factorio data-dump mode
- Replies: 14
- Views: 6912
Re: Factorio data-dump mode
Implemented Factorio v1.1.77 : Added a command line flag (dump-data) to dump data-raw to the script output folder as json. Added a command line flag (dump-icon-sprites) to dump prototype icons to the script output folder. Added a command line flag (dump-prototype-locale) to dump prototype locale to ...
- Thu Mar 16, 2023 7:04 am
- Forum: Modding help
- Topic: Event for entity configuration changes
- Replies: 2
- Views: 882
Re: Event for entity configuration changes
Thanks. No easy answer so will rethink!
Cheers.
Cheers.
- Wed Mar 15, 2023 5:40 pm
- Forum: Modding help
- Topic: Event for entity configuration changes
- Replies: 2
- Views: 882
Event for entity configuration changes
Is there an event when the filter is changed on a filter inserter or splitter?
What about events for change to splitter filter, combinator configuration or inserter pickup/drop location?
Thanks.
What about events for change to splitter filter, combinator configuration or inserter pickup/drop location?
Thanks.
- 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: 2377
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
Agreed - I was just trial & erroring since the docs on what the various properties do are a quite... streamlined
- Tue Jun 14, 2022 5:57 pm
- Forum: Implemented mod requests
- Topic: reverse_entity_type_filters please
- Replies: 10
- Views: 3206
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...
- Tue Jun 14, 2022 1:56 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 103583
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...
- Tue Jun 14, 2022 11:01 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 103583
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...
- 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: 2377
[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...
- Tue Jun 14, 2022 9:24 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 103583
Re: Small documentation improvement requests
It appears to be the same requirements as type "beam", but it would be nice to be sure.
-> Mostly similar, yep, thanks. Added for 1.1.70.
- Tue Jun 14, 2022 7:00 am
- Forum: Implemented mod requests
- Topic: reverse_entity_type_filters please
- Replies: 10
- Views: 3206
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...
- Mon Jun 13, 2022 8:12 pm
- Forum: Implemented mod requests
- Topic: reverse_entity_type_filters please
- Replies: 10
- Views: 3206
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?
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?
- Sun Jun 12, 2022 12:24 am
- Forum: General discussion
- Topic: Alt-F4 #62 - AngelBob vs. Space Exploration vs Industrial Revolution
- Replies: 1
- Views: 2590
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.
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.
- Wed May 18, 2022 7:11 pm
- Forum: Modding help
- Topic: What does regenerate_entity() actually do?
- Replies: 0
- Views: 715
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...