Search found 60 matches

by teemu
Fri Mar 28, 2025 10:00 pm
Forum: Ideas and Suggestions
Topic: Swap holmium solution colors
Replies: 0
Views: 71

Swap holmium solution colors

I wrote this to swap the base and flow colors of the holmium solution and I think that it looks better

Code: Select all

local holm = data.raw.fluid['holmium-solution']
local stored_base_color = holm.base_color
holm.base_color = holm.flow_color
holm.flow_color = stored_base_color
kuva.png
kuva.png (1.74 MiB) Viewed 71 times
by teemu
Thu Feb 06, 2025 9:44 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
Replies: 10
Views: 2104

[StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't

Factorio crashes on map load with the attached save. I'm running on Linux, Debian 12.
Load without syncing mods (this save is a small menu simulation I thought to attach with a mod I'm still working on).
I don't know what happened to make this start crashing all of the sudden, but the error message ...
by teemu
Wed Jan 29, 2025 2:12 pm
Forum: Duplicates
Topic: [2.0.33] Railguns destroy open gates
Replies: 1
Views: 140

[2.0.33] Railguns destroy open gates

I thought that it would be cool to have a set of gates in front of the railguns that would be normally closed and open up to reveal the railguns when needed. But the railguns seem to destroy the gates even though they're open, which seems strange to me. The gates don't seem to get destroyed every ...
by teemu
Sat Jan 18, 2025 3:33 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.31] always_on=true on a lamp does not remove "always on" option in GUI
Replies: 1
Views: 693

[Klonan] [2.0.31] always_on=true on a lamp does not remove "always on" option in GUI

If I write into data.lua:
data.raw.lamp['small-lamp'].always_on = true

the lamp will always be on. But its GUI will still show a "Always on" checkbox that has no effect. It is also unticked, even though the lamp is actually always on. I would expect the checkbox to be removed for such lamps ...
by teemu
Mon Jan 13, 2025 10:41 pm
Forum: Duplicates
Topic: [2.0.28] Blueprint preview with specific blueprint appears initially off-center
Replies: 2
Views: 372

Re: [2.0.28] Blueprint preview with specific blueprint appears initially off-center

Actually, it looks like it's off-center with almost every blueprint, but with this one it's just quite noticeable.
by teemu
Mon Jan 13, 2025 10:14 pm
Forum: Duplicates
Topic: [2.0.28] Blueprint preview with specific blueprint appears initially off-center
Replies: 2
Views: 372

[2.0.28] Blueprint preview with specific blueprint appears initially off-center

With this particular blueprint, the blueprint preview is off-center until I click on it.
Not that it affects me much but I thought that this was weird so I thought to report it.

kuva.png

0eNrdWF2OozgQvoufYQSGpEOkmWvMw6iFCFTSVoNhbJPZbCsHmHvMyfYkWzYBEmLSkEzvSCvlwQH7q//6Cr ...
by teemu
Mon Dec 30, 2024 6:52 pm
Forum: Ideas and Suggestions
Topic: Avoid spoilers in menu simulations
Replies: 4
Views: 559

Avoid spoilers in menu simulations

When I first started up Space Age, the first thing I had to do was to quickly disable the menu simulations because I realized it's just immediately revealing what the new planets were like. I hadn't kept away from reading FFFs just to be spoiled here! I want to find out the planets for myself!

I ...
by teemu
Mon Dec 30, 2024 6:19 pm
Forum: Duplicates
Topic: [2.0.28] Quality icon drawn twice on inserter blacklist filter
Replies: 1
Views: 173

[2.0.28] Quality icon drawn twice on inserter blacklist filter

If I put an inserter and give it a blacklist filter by quality without specifying item, the quality icon is drawn twice. This does not happen with normal quality.

The inserters in the picture below are all normal quality.

kuva.png
0eNq108tqhEAQBdB/qXUzxEcPKORLQpBWa4Yi/TD9CBHx31MqM5tZaXDXdt ...
by teemu
Thu Dec 05, 2024 2:02 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Able to use quality parameter blueprint to make an assembling machine craft unknown-recipe
Replies: 2
Views: 1026

[boskid][2.0.23] Able to use quality parameter blueprint to make an assembling machine craft unknown-recipe


Make sure you have "Show parameters in selection lists" GUI option enabled
Make a blueprint of an assembler with a parameter recipe, with quality (see below for blueprint string for one that uses uncommon quality)
Paste the blueprint, and you can select unknown-recipe from the parameters group ...
by teemu
Sun Nov 17, 2024 4:57 pm
Forum: Duplicates
Topic: [2.0.19] Underground belt ghost mysteriously disappears when drawing a certain shape
Replies: 1
Views: 257

[2.0.19] Underground belt ghost mysteriously disappears when drawing a certain shape

I drew this certain shape with ghosts and after first adding an underground belt, the other end of it suddenly disappeared.
Kind of hard to explain, please see the attached video. I keep shift+left click held for a few tile positions after drawing the undergrounds and one of them disappears. It does ...
by teemu
Thu Nov 14, 2024 12:36 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.17] Surface localised_name does not update in remote view until reopen
Replies: 1
Views: 996

[Rseding91] [2.0.17] Surface localised_name does not update in remote view until reopen

If you have the remote view open, and a surface's localised_name changes while it is open, the change does not apply to the list of surfaces until the remote view is reopened.

To reproduce:

Start a new game
Run /c game.create_surface('test')
Open remote view and observe that there is a ...
by teemu
Mon Nov 11, 2024 2:53 am
Forum: Ideas and Suggestions
Topic: Add lightning collector equipment
Replies: 5
Views: 931

Re: Add lightning collector equipment

I got the mod just about working and posted a first version on the mod portal.
https://mods.factorio.com/mod/lightning ... -equipment
by teemu
Sun Nov 10, 2024 8:01 pm
Forum: Ideas and Suggestions
Topic: Add lightning collector equipment
Replies: 5
Views: 931

Re: Add lightning collector equipment

I'm working on a mod to implement this.
by teemu
Sun Nov 10, 2024 1:46 pm
Forum: Ideas and Suggestions
Topic: Add lightning collector equipment
Replies: 5
Views: 931

Add lightning collector equipment

I've got the science packs from Vulcanus and Fulgora and want to start expanding more on Fulgora. I'm mass producing elevated rails and starting to put together a proper rail network. The mech armor lets me just fly over oil and start building.. but I'm still getting struck by lightning.

For me ...
by teemu
Fri Oct 25, 2024 8:34 am
Forum: Won't fix.
Topic: [raiguard] [2.0.10] Alt + Click not registering on Linux
Replies: 14
Views: 1732

Re: [2.0.10] Alt + Click not registering on Linux

I use MATE where Alt+mouse move drags the window instead. Perhaps that's absorbing the click event?
by teemu
Fri Oct 25, 2024 8:31 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.10] Programmable speaker alert ignores quality
Replies: 1
Views: 1028

[Klonan] [2.0.10] Programmable speaker alert ignores quality

If I put quality on the icon on the alert on a programmable speaker, the actual resulting alert is not rendered with quality, but with a plain icon instead.

0eNqFVGuvojAQ/S/zGQwIvkh2k/0dN4YUGKG5fbBt0WUN/32nVXH1klz9UudxzpnTqVeoxIC94cpBcQVea2Wh ...
by teemu
Fri Oct 30, 2020 10:35 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 93535

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button


To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges.
Maybe you could also apply a small blur filter to make it better fade into the background. But then the logo would probably also ...
by teemu
Sat Apr 14, 2018 8:04 am
Forum: Duplicates
Topic: [0.16.36] Strange cliff generation
Replies: 1
Views: 1111

[0.16.36] Strange cliff generation

The map generator seems to generate cliffs in the starting area and not outside it if cliff settings are set to "Very low" frequency and "Big" size.
Screenshot at 2018-04-14 11-02-06.png
Screenshot at 2018-04-14 11-02-06.png (424.77 KiB) Viewed 1111 times
Map settings
by teemu
Fri Mar 02, 2018 8:27 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][for 0.17][0.16.27] "usage_priority = "terciary""
Replies: 5
Views: 4841

[kovarex][for 0.17][0.16.27] "usage_priority = "terciary""

In the accumulator definition in entities.lua, starting from line 8342, we have the following:
{
type = "accumulator",
name = "accumulator",
...
energy_source =
{
...
usage_priority = "terciary",
...
},
...
},


Seems like "terciary" should be "tertiary" here?

Go to advanced search