Search found 24 matches

by Roy
Sat Jan 23, 2021 8:51 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 48004

Bug etheric lamps toggle key

I have no idea where to post bug reports, so I'll post it here:
Pressing the toggle key (Shift+E) that is described in one of the tips and tricks, on an aetheric lamp will put an extra lamp in my inventory. So there is currently a duplication exploit on those lamps...
by Roy
Thu Dec 03, 2020 1:21 am
Forum: Not a bug
Topic: [1.1.3] All mod settings are listed under 'base mod'
Replies: 2
Views: 839

[1.1.3] All mod settings are listed under 'base mod'

I was adding a setting to my mod, and noticed that the mod settings were all listed under 'base mod', instead of the mod they originated from. This is the case for all 3 tabs (startup, map, and per player). I went back to a 0.18 version to see if it worked back then, and it did (see screenshots belo...
by Roy
Sun Aug 16, 2020 2:01 pm
Forum: Modding help
Topic: Increase god mode's inventory size ?
Replies: 10
Views: 4126

Re: Increase god mode's inventory size ?

You can set the character_inventory_slots_bonus of the force:

Code: Select all

/c game.player.force.character_inventory_slots_bonus=130
Which will also work in god mode.
by Roy
Sat Aug 15, 2020 12:12 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Crash on player.blueprint_to_setup.blueprint_icons
Replies: 1
Views: 2928

[1.0.0] Crash on player.blueprint_to_setup.blueprint_icons

I was playing around with console commands, and tried the following command: /c game.print(serpent.block(game.player.blueprint_to_setup.blueprint_icons)) Which made the game crash... It seems to work, if I take an empty blueprint, select a few entities, and execute the command when the UI for a new ...
by Roy
Sun Jan 19, 2020 9:19 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268041

Re: [0.17+] Space Exploration WIP

Why did you set the mining_speed of the god controller to be 0.0000001?
miningSpeed.png
miningSpeed.png (20.77 KiB) Viewed 8058 times
by Roy
Sat Nov 16, 2019 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.78] Infinity pipe resets to 'At least' when changing percentage
Replies: 2
Views: 3776

[0.17.78] Infinity pipe resets to 'At least' when changing percentage

I have an infinity pipe set to at most 20% water.
I close the UI and open it again.
Change the percentage to 30% (the UI correctly shows at most 30%, but I can already see that that's a lie).
Close and open the UI again (the UI shows at least 30%).
by Roy
Tue Jun 19, 2018 5:34 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213798

Re: Bugs & FAQ

Advanced Garden Cultivation actually has 25% chance of producing 8 tokens, it only averages to 2 per cycle. Thanks, I did not know. (In fact, unless by looking at the code, I don't know how one can find this…) unfortunately only from mod files. current ui doesn't support such thing. it will show yo...
by Roy
Mon Jun 04, 2018 6:41 pm
Forum: Resolved Problems and Bugs
Topic: API typo: "their being" and more
Replies: 4
Views: 1643

Re: API typo: "their being" and more

"Centre" is british english, which is the preferred form of english in factorio. "Deconstructible" is also not wrong. The "centre" is more about consistency, it's only used once in the whole API, while "center" is used a lot. "deconstructible" seems...
by Roy
Mon Jun 04, 2018 6:06 pm
Forum: Resolved Problems and Bugs
Topic: API typo: "their being" and more
Replies: 4
Views: 1643

API typo: "their being" and more

I found a small typo in the api: LuaPlayer.get_associated_characters Note: The array will always be empty when the player is disconnected (see LuaPlayer::connected) regardless of their being associated characters. their => there There are also some more typos that I mentioned in an earlier topic, bu...
by Roy
Sun May 20, 2018 10:08 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213798

Re: Bugs & FAQ

The seafloor pump can be placed backwards (see backwardsPump.png). I think it's because the collision box is so small, that it's not actually colliding with the land when backwards. It seems to automatically snap backwards when put on a southern or western shore, otherwise you can rotate it. This se...
by Roy
Tue May 01, 2018 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] Remove the radar from chest in Construction robots tutorial
Replies: 1
Views: 2320

[Klonan] Remove the radar from chest in Construction robots tutorial

It's possible to put the Construction robots tutorial in an in-completable state. At the step where you put a radar in the storage chest, if you remove the radar after the bot gets out of the roboport, but before it gets to the chest, it will return to the roboport and start to recharge forever (see...
by Roy
Thu Apr 26, 2018 3:08 pm
Forum: Duplicates
Topic: [16.37] Oil inside ore patch in preview
Replies: 1
Views: 995

[16.37] Oil inside ore patch in preview

In the map preview, there are some oil patches in the starting iron patch, but they disappears when starting the game. Map exchange string: >>>eNpjYBBgUGVgYGBm5mFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT UnXzM0FSbCmpxalFJUAWS0ommOZKzUvNrdRNSiwGKWZNL0osLgYyODK L8vOgJrAUJ+algCSLS/LzwKpKilJTQaq4S4sS8zJLc6EKGRh...
by Roy
Fri Feb 23, 2018 12:48 am
Forum: Resolved Problems and Bugs
Topic: [0.16.25] Missing help string of toggle-rockets-sent-gui
Replies: 1
Views: 2106

[0.16.25] Missing help string of toggle-rockets-sent-gui

The help string of the toggle-rockets-sent-gui command isn't set correctly. It's missing the curly braces, and possibly the actual message in the locale. To reproduce: open the console, and type in: /h toggle-rockets-sent-gui Expected: a message telling what the command does Actually: /toggle-rocket...
by Roy
Mon Jan 29, 2018 11:05 am
Forum: Not a bug
Topic: [0.16.20] Infinity chest wrong gui state
Replies: 3
Views: 2516

Re: [0.16.20] Infinity chest wrong gui state

You have to select a filter first before changing the checkboxes. So you can have at-least 50 coal, exactly 100 wood, and at-most 10 iron plates for example.
by Roy
Sat Jan 27, 2018 1:50 am
Forum: Resolved Problems and Bugs
Topic: [0.16.20] Items on belt stretch after copy pasting
Replies: 3
Views: 1488

Re: [16.20] Items on belt stretch after copy pasting

TruePikachu wrote:To confirm, when you say copy/paste, you are referring to the blueprint functionality, and not some mod, correct?
I meant the copy entity settings, Control right-click (copy) and control left-click (paste).

There are no mods involved.
by Roy
Sat Jan 27, 2018 1:41 am
Forum: Resolved Problems and Bugs
Topic: [0.16.20] Items on belt stretch after copy pasting
Replies: 3
Views: 1488

[0.16.20] Items on belt stretch after copy pasting

Sometimes when items travel on a belt, the items seem to want to go a little faster, and end up stretching out (see the attached videos, and saves). This seems to happen after copy-pasting from a belt that has a wire connected to it. If I copy-paste from a 'fresh' belt that has just been placed down...
by Roy
Thu Jan 18, 2018 11:27 pm
Forum: Mods
Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
Replies: 25
Views: 28632

Re: [MOD 0.13] Stone Water Well - fresh water anywhere

Q : For that reason you made this internal buffer? A : This mod based on Storage Tank.. (offshore pump, as i think, hardcoded to work only on water tiles..) It is actually possible to change an offshore pump to work on land as well. All you need to do is take an offshore pump and change two things:...
by Roy
Thu Jan 18, 2018 8:48 pm
Forum: Resolved Problems and Bugs
Topic: [16.16]util.merge attempt to call global merge (a nil value)
Replies: 1
Views: 2485

[16.16]util.merge attempt to call global merge (a nil value)

In util.lua there is a function called merge, it should merge two or more tables together. It works for the most part, except when having nested tables that need merging. /c game.print(serpent.block(util.merge( { { a = { aa = 5 } }, { a = { ab = 5 } } }))); -- expected: { a = { ab = 5 }} -- actually...
by Roy
Fri Jan 12, 2018 3:24 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [15.37] Spelling Mistakes in API Doc
Replies: 2
Views: 1541

Re: [wheybags] [15.37] Spelling Mistakes in API Doc

These should be fixed in 0.16. Can you confirm? Sorry for the late reply, I apparently forgot to turn on the notifications. I've gone through the whole api again, and all the old mistakes seem to be fixed. But I did find a few more: InfinityFilter item :: string: Name of the item. item => name (tes...
by Roy
Fri Nov 10, 2017 2:46 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [15.37] Spelling Mistakes in API Doc
Replies: 2
Views: 1541

[wheybags] [15.37] Spelling Mistakes in API Doc

I found a few spelling mistakes in the api documentation: LuaGenericOnOffControlBehavior.connect_to_logistic_network true if this should connect to the logitic network. logitic => logistic LuaEntity.graphics_variation The graphics variation for this entity or nil if this entity doesn't use graphics ...

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