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...
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...
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...
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...
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.
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...
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 ...
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...
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...
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.
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.). ...
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...
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. ...
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 ...
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...