Search found 28 matches

by Amuxix
Mon Oct 21, 2019 3:39 pm
Forum: Modding interface requests
Topic: Roboport charge rate modifier
Replies: 2
Views: 602

Re: Roboport charge rate modifier

Well all prototypes have their properties set at start-up, but some of them can be modified if the relevant modifier is available, this a request to expose a modifier to one more property. Actually I would love something more generic to change any property of any entity/prototype, but that might be ...
by Amuxix
Thu Oct 17, 2019 4:33 pm
Forum: Modding interface requests
Topic: Roboport charge rate modifier
Replies: 2
Views: 602

Roboport charge rate modifier

Hi, would it be possible to add a modifier type to allow changing the rate at which roboports charge robots? I was trying to make a mod to go along with Klonan's robot battery research, increasing robots battery makes it take very long to charge robots once they run out. I would like a way to decrea...
by Amuxix
Mon Mar 25, 2019 3:37 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot
Replies: 2
Views: 1532

Re: [Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot

Thanks for the quick fix.

As for the request thanks for the response, I thought the filters were just LuaItemStacks which represent a LuaItemPrototype so the change would just be to return the ItemStack instead of the Prototype
by Amuxix
Sun Mar 24, 2019 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot
Replies: 2
Views: 1532

[Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot

When overriding an existing slot filter using with set_quick_bar_slot the blueprint icons are not moved and stay over the newly set filter. I have attached images to show what happens, I'm using a mod I've made that swaps bars horizontally. This is the hotbar before switching: Before.png This is how...
by Amuxix
Wed Mar 06, 2019 12:58 pm
Forum: Modding interface requests
Topic: Get item stack for a filter of the quickbar
Replies: 0
Views: 383

Get item stack for a filter of the quickbar

Would it be possible to add a way to get a item stack for a filter of the quick bar? Right now exist get_quick_bar_slot which returns a item prototype, but that is too generic for my use. I'm trying to make a mod that swaps the first half of the quick bar with the second half, the problem is when th...
by Amuxix
Wed Mar 06, 2019 12:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Cliff Deconstruction not issued (MR)
Replies: 13
Views: 5023

Re: [0.17.4] Cliff Deconstruction not issued

Yeah I realized it would be a hard fixed when I reported this.
Have you considered checking if the resulting cliff after the destruction overlaps any ghost and if so also trigger a deconstruction on that new cliff?
by Amuxix
Wed Mar 06, 2019 12:24 am
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Cliff Deconstruction not issued (MR)
Replies: 13
Views: 5023

Re: [0.17.4] Cliff Deconstruction not issued

For me it wasn't the fog of war, it was the fact that destroying part of a cliff changes the remaining cliff a bit, and in doing so the bit that was changed now also prevented the construction.
by Amuxix
Sat Mar 02, 2019 6:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Cliff Deconstruction not issued (MR)
Replies: 13
Views: 5023

[0.17.4] Cliff Deconstruction not issued (MR)

I placed a blueprint on top of some cliffs by shift+clicking so that the bots would deconstruct the cliffs, it worked for almost all of it but a small corner of a cliff prevented the placement of a solar panel and it did not get deconstructed automatically. Remove the ghost and issuing its placement...
by Amuxix
Fri Mar 01, 2019 6:07 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.3] Quick bar not updating after set_quick_bar_slot
Replies: 1
Views: 1194

[Twinsen][0.17.3] Quick bar not updating after set_quick_bar_slot

I have written a small plugin that swaps the slots 1-5 with slots 6-10 of each of the quick bars. However I get weird results as the bar doesn't update correctly, it swaps but doesn't update item counts and blueprint icons stay on the original place. If I select one of the things in the quick bar it...
by Amuxix
Mon Feb 25, 2019 1:32 pm
Forum: Technical Help
Topic: Autosave history quantity?
Replies: 1
Views: 516

Re: Autosave history quantity?

Yes there is on the config.ini there is a setting named autosave-slots that you can change to the number of slots you want.

In the the Steam version for Windows the config file can be found in

Code: Select all

%AppData%\Roaming\Factorio\config
by Amuxix
Tue Mar 20, 2018 8:10 pm
Forum: Pending
Topic: [0.16.23] Electric Energy Mismatch
Replies: 6
Views: 2352

Re: [0.16.23] Electric Energy Mismatch

I haven't been playing recently so I can't tell, I will update this post or link to it if I get this error again.
by Amuxix
Tue Feb 20, 2018 7:15 pm
Forum: Pending
Topic: [0.16.23] Electric Energy Mismatch
Replies: 6
Views: 2352

Re: [16.23] Electric Energy Mismatch

Yeah I get that I would love to be able to give you that. Is there a way to know where the error is? Like is there any sort of coordinates that can be extracted upon loading the error? Is the error caused by normal wires(if its even wire related) or is it the circuit(the green and red) wires? If I h...
by Amuxix
Wed Feb 14, 2018 12:18 pm
Forum: Pending
Topic: [0.16.23] Electric Energy Mismatch
Replies: 6
Views: 2352

Re: [16.23] Electric Energy Mismatch

More data as it has just happened again, this time not even having 15 autosaves(10 min interval) helped :( Is there a way to notify the save became corrupted when it's saved? It gets very annoying losing so much time to rollbacks, "fortunately" this has happened so often I always keep a sa...
by Amuxix
Tue Feb 06, 2018 7:42 pm
Forum: Pending
Topic: [0.16.23] Electric Energy Mismatch
Replies: 6
Views: 2352

[0.16.23] Electric Energy Mismatch

Ran into an energy bug again it seems. Belo are all the related files.
by Amuxix
Tue Feb 06, 2018 7:27 pm
Forum: Resolved Problems and Bugs
Topic: [posila][16.12]Game crash on multiplayer.
Replies: 3
Views: 1308

Re: [posila][16.12]Game crash on multiplayer.

Sorry only saw this now. I can't remember what save it was and even if I did probably have already rewritten it, guess you can close this.
by Amuxix
Wed Jan 03, 2018 1:06 am
Forum: Resolved Problems and Bugs
Topic: [posila][16.12]Game crash on multiplayer.
Replies: 3
Views: 1308

[posila][16.12]Game crash on multiplayer.

Game just crashed while playing on multilayer lan, host didn't crash.
by Amuxix
Fri Dec 29, 2017 7:34 am
Forum: Resolved Problems and Bugs
Topic: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
Replies: 4
Views: 1146

Re: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"

It happened again, the mods are the same, this time I rared all the affected saves and the log when the game crashed.
by Amuxix
Thu Dec 28, 2017 4:55 am
Forum: Resolved Problems and Bugs
Topic: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
Replies: 4
Views: 1146

Re: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"

Done, is rar ok?
To clarify, the error you changed the title to (Error ElectricEnergySource.cpp:494: Can't transfer, from factorio-previous.log) only occurred when exiting the game, saving the game had no issue.
by Amuxix
Wed Dec 27, 2017 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
Replies: 4
Views: 1146

[16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"

It appears my save and the autosaves became corrupted the error I get when I try to load any of them is "Energy source error, most probable cause is the double entity problem." The mods the map has are: even-distribution_0.2.7, Laser_Beam_Turrets_0.2.0. Around the time of the saves I was m...
by Amuxix
Fri Dec 22, 2017 8:00 pm
Forum: Modding help
Topic: Tile placement event and Cliff detection on pasting blueprin
Replies: 1
Views: 478

Tile placement event and Cliff detection on pasting blueprin

I was messing with the control.lua on one of my saves to make blueprints be auto built (like place the entities instead of their ghosts), I could easily make the entities get revived as soon as I placed down the blueprint but I cannot seem to get the tiles to do the same. If someone knows which even...

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