Search found 51 matches
- Thu Mar 10, 2022 2:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.53] Crash after changing mod settings and saving (agui::Widget::applySizeRestrictionsInternalWithoutTri...)
- Replies: 1
- Views: 2288
[Tobias][1.1.53] Crash after changing mod settings and saving (agui::Widget::applySizeRestrictionsInternalWithoutTri...)
What did you do? Changed a per-game floating point setting field (specifically `adaptive-movement-speed-global-disable-upon-taking-damage`), from the default value of 4, to 0, while the game was running with two player multiplayer, as the host. Then I clicked on save. What happened? The game crashe...
- Sat Apr 11, 2020 4:12 am
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 12261
Re: [MOD 0.17] Quality of Life research
I've answered that on the mod portal.Omarflyjoemacky wrote: βThu Apr 09, 2020 7:38 pm Love the mod. Have you thought about adding a Stack Size tech?
- Thu Mar 19, 2020 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Crash: "Wrong number of logistic filters"
- Replies: 5
- Views: 3369
Re: [0.18.13] Crash: "Wrong number of logistic filters"
This still crashes on 0.18.14, it does not seem to be related to the Quality of Life research mod.
- Fri Jan 18, 2019 1:41 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 12261
- Sat Nov 24, 2018 10:00 pm
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 9163
Re: Divorcing behavior from entities
But, as I said, there is no chance of any major change in how entites are represented in current Factorio. Rewriting a game at this stage to an ECS would be close to insanity. The only reason I mentioned anything is because Bilka pointed me to this thread, and I saw some misinformation floating aro...
- Sat Nov 24, 2018 5:17 pm
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 9163
Re: Divorcing behavior from entities
I'm sorry but after reading that you've done nothing but further convince me that entity component systems are nothing but a bunch of smoke and mirrors destined to only appear in internet discussions and demo examples. Well, considering it's being used by most high performance AAA games, I don't th...
- Sat Nov 24, 2018 1:12 pm
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 9163
Re: Divorcing behavior from entities
"Data driven" is not something I see as a concept but more of just "optimize your code". Less function calls, less virtual dispatch, smaller data sets and so on. That's all standard for making anything run faster. I don't want to be presumptuous, but I think you're just running ...
- Fri Sep 21, 2018 1:40 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 45381
Re: Friday Facts #261 - Performance + New player interaction
Especially on higher resolution (I'm running at 1440p), the fixed width is a blessing. With variable width, you end up with really long lines, making it hard to read. Zooming in also works better at a fixed width, keeping everything in proportion. However, as with all things like this, having it as ...
- Tue Jun 12, 2018 2:40 pm
- Forum: Modding interface requests
- Topic: Combined request for train/rails/pathfinder read access
- Replies: 5
- Views: 2442
Re: Combined request for train/rails/pathfinder read access
LuaEntity type="train-stop" - connected_rail Would this be the piece of rail that the train stop is connected to, or piece of rail where a train which is stopped at the train stop, would actually stop (the rail before). LuaEntity type="rail" - rail_blocks - table with one or two...
- Sun May 20, 2018 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.43] Crash when load save version 0.13.13
- Replies: 2
- Views: 1532
Re: [16.43]Crash when load save version 0.13.13
Probably related, loading a map from version 0.13.15 also crashes for me. Running 0.16.43 as well.
No mods involved.
Attached log, dump, and save file.
No mods involved.
Attached log, dump, and save file.
- Fri May 04, 2018 3:19 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51295
Re: Friday Facts #241 - New player experience
The most core item is in my opinion the inserter. It is ubiquitous, whether you're setting up smelters, automation columns, refining, using belts or bots, the inserter's always there .
- Fri Apr 27, 2018 2:55 pm
- Forum: Modding interface requests
- Topic: Query train block state from rail entity (fetch signals)
- Replies: 0
- Views: 875
Query train block state from rail entity (fetch signals)
If I have a rail entity, I'd like to be able to query the state of the block. I'm interested in these properties: Amount of trains currently in block (as displayed on the GUI). Amount of trains about to enter a block (the ones that have put signals on orange). My usage is to be able to spawn a train...
- Thu Apr 26, 2018 11:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17] [0.16.37] [API] Inserting artillery shells is capped at 1
- Replies: 3
- Views: 4313
Re: [16.37] [API] Inserting artillery shells is capped at 1
iirc insert returns the amount inserted and you have to handle anything that remains yourself. Same if you have 30 coal in the inventory and insert 100. It will fill up the 30 to 50 (one stack) and return 20. Then you have to insert the remaining 80 into the next stack. Sorry, but that's not what t...
- Thu Apr 26, 2018 11:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17] [0.16.37] [API] Inserting artillery shells is capped at 1
- Replies: 3
- Views: 4313
[Rseding91] [for 0.17] [0.16.37] [API] Inserting artillery shells is capped at 1
Likely because the stack size limit of artillery shells is 1, you cannot insert more than 1 into an artillery wagon using the modding API. How to reproduce: Place some rail & artillery wagon. Hover over the wagon and run one or multiple of: /c game.player.selected.get_inventory(1).insert({name =...
- Sat Apr 21, 2018 10:42 am
- Forum: Implemented mod requests
- Topic: Do not show disabled technologies in the technology list
- Replies: 10
- Views: 4691
Re: Do not show disabled technologies in the technology list
Bump. Still an issue... Still breaking people's games all over the place.
At least there's now an event for when technology effects are reset, so I guess that's one thing. Other problems still remain.
At least there's now an event for when technology effects are reset, so I guess that's one thing. Other problems still remain.
- Mon Mar 19, 2018 7:19 pm
- Forum: Implemented mod requests
- Topic: Do not show disabled technologies in the technology list
- Replies: 10
- Views: 4691
Re: Do not show disabled technologies in the technology list
I wish. But that's pretty much what the enabled flag used to do. Since technologies with enabled = true and researched = true would still give bonuses, but not show up (under the condition they had another upgrade that wasn't researched yet in the same tree).Arch666Angel wrote:hidden = true ?
- Sun Mar 18, 2018 4:58 pm
- Forum: Implemented mod requests
- Topic: Do not show disabled technologies in the technology list
- Replies: 10
- Views: 4691
Re: Do not show disabled technologies in the technology list
I'm bumping this since it's still a big issue.
- Mon Feb 19, 2018 9:55 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 12261
Re: [MOD 0.16] Quality of Life research
Hi, find two strange thing in your mod Tech after reserch have no icon and name Why tech is not in straight line? Like: Red Science pack>Green Science pack> ... Yeah, you should ignore those techs for now, a recent update to Factorio broke something, and I'm waiting for the Factorio devs to respond...
- Fri Feb 16, 2018 4:49 pm
- Forum: Implemented mod requests
- Topic: Do not show disabled technologies in the technology list
- Replies: 10
- Views: 4691
Re: Do not show disabled technologies in the technology list
As for OPs current "stuff shouldn't be visible" i wonder if a seperate .hidden flag like on other things (recipes, etc) wouldn't be better. Though i like the even better solution of being able to create arbitrary modifier flags. Yeah, I initially thought that too, but considering a techno...
- Fri Feb 16, 2018 2:03 pm
- Forum: Implemented mod requests
- Topic: Do not show disabled technologies in the technology list
- Replies: 10
- Views: 4691
Do not show disabled technologies in the technology list
This post has two parts, the first is a relatively simple thing that would fix my particular scenario, but doesn't address the underlying issue, the latter proposes a solution that'd fix the underlying issue, but is more complex. Simple solution for me Make it so that technologies that not enabled d...