Search found 451 matches

by Stringweasel
Mon May 12, 2025 12:01 pm
Forum: Releases
Topic: Version 2.0.48
Replies: 6
Views: 1834

Re: Version 2.0.48

If you want to play with the new valve prototypes then check out the Valves mod ! It now uses the new prototypes provided by the game engine. Additionally it allows you to easily configure the threshold in-game for every valve you place (based on some default settings), whereas the vanilla valves ...
by Stringweasel
Fri May 09, 2025 2:44 pm
Forum: Duplicates
Topic: [2.0.47] Tooltip showing wrong with mod owners and scrollbar
Replies: 1
Views: 68

[2.0.47] Tooltip showing wrong with mod owners and scrollbar

What
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.

It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
by Stringweasel
Sat Apr 26, 2025 1:58 pm
Forum: Modding interface requests
Topic: Add flexibility for SpacePlatformHub
Replies: 2
Views: 152

Re: Add flexibility for SpacePlatformHub

+1

Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
by Stringweasel
Mon Apr 21, 2025 7:10 pm
Forum: Modding interface requests
Topic: Expand ConfigurationChangedData with migrated prototype names
Replies: 0
Views: 108

Expand ConfigurationChangedData with migrated prototype names

What
Expand ConfigurationChangedData with a table containing any prototype migrations that occured due to the json migrations.

Why
This is to support mods that need to save prototype names in `storage` that would need to be migrated. Especially for, things like SignalID . There's no way to ...
by Stringweasel
Fri Apr 18, 2025 7:40 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 3404

Re: Request: Move recycling recipe generation to data-final-fixes

I want to +1 this Won't Implement so that it might be reconsidered for 2.1 whenever it releases.

Ideally the recipe generation should occur where it's most useful for the developers and for most modders. I think for the the developers it doesn't make much of a difference, but for most modders it ...
by Stringweasel
Mon Apr 07, 2025 6:43 pm
Forum: Releases
Topic: Version 2.0.44
Replies: 15
Views: 9177

Re: Version 2.0.44

The remote view controller now supports enabling and disabling flashlight.
Thanks! :D Now I introduce Remote View Flashlight
04-07-2025, 20-43-12.png
04-07-2025, 20-43-12.png (2.45 MiB) Viewed 8388 times
by Stringweasel
Sat Mar 22, 2025 6:08 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties
Replies: 1
Views: 960

[boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties

What
All combinators prototypes have optional lights that can be defined. If you don't define them in your prototype then the game loads fine as you would expect. Placing these combinators are also fine, but as soon as there's activity it causes a crash.


C:\Users\build\AppData\Local\Temp ...
by Stringweasel
Tue Mar 04, 2025 1:35 pm
Forum: Modding interface requests
Topic: LuaPlayer::zoom very limited compared to 1.1
Replies: 14
Views: 2259

Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1

+1

Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
by Stringweasel
Mon Feb 24, 2025 9:51 am
Forum: Resolved Requests
Topic: remove the auxilary migrations example
Replies: 9
Views: 1343

Re: remove the auxilary migrations example

I agree with Quezler. Ideally the example code should be changed to something that might not confuse new modders.
by Stringweasel
Mon Feb 24, 2025 9:03 am
Forum: Resolved Requests
Topic: remove the auxilary migrations example
Replies: 9
Views: 1343

Re: remove the auxilary migrations example


Also, weren't lua migrations removed or something? idk (https://discord.com/channels/1214952937613295676/1221827496006389891/1296877775910604892)


That's something else. Early in the 2.0 beta it was possible to add lua snippets to the json migration file to replace entities smartly. And for ...
by Stringweasel
Sun Feb 23, 2025 10:44 am
Forum: Modding help
Topic: [2.0] Map and zoom functionality
Replies: 3
Views: 744

Re: [2.0] Map and zoom functionality

You can go into remote view and back by setting the player controller.

Related to zoom: viewtopic.php?p=662115#p662115
by Stringweasel
Fri Jan 31, 2025 8:24 am
Forum: Technical Help
Topic: Unable to play Space Exploration + Krastorio 2 together
Replies: 5
Views: 1440

Re: Unable to play Space Exploration + Krastorio 2 together




I beat Space Age, but wanted more Factorio. Tried several mods like Seablock and Pyanodon, but they are rather advanced. I pretty much have one playthrough of vanilla, and one playthrough of Space Age.

In this case I recommend to forget about SE until it will be ready for 2.0 and you will ...
by Stringweasel
Wed Jan 29, 2025 7:33 am
Forum: Releases
Topic: Version 2.0.33
Replies: 10
Views: 10540

Re: Version 2.0.33

flamefield wrote: Wed Jan 29, 2025 6:00 am The 2.0.33 version seems to have deleted many texture files. Currently, there are many mods that cannot find texture files and report errors. Will pasting the missing old version texture files into the 2.0.33 version have any impact?
Adding the files won't break anything, so you can do that :)
by Stringweasel
Tue Jan 28, 2025 3:50 pm
Forum: Technical Help
Topic: [2.0.32] Need help with UPS
Replies: 5
Views: 486

Re: [2.0.32] Need help with UPS

Looks like your base is just big. There's a lot of time spent updating entities, especially demolishers, but if you update to 2.0.33 that will be better. Projectiles are also unusually high with very high spikes. That could be created by a mod, maybe Ceres? Try removing that one and seeing how it ...
by Stringweasel
Tue Jan 28, 2025 2:52 pm
Forum: Pending
Topic: [2.0.32] Crash when flipping blueprint
Replies: 4
Views: 464

Re: [2.0.32] Crash when flipping blueprint


Could you also provide a savefile where you observed this? Provided info was not suffiscient for reproduction.


Lou for a breaking unit test you can just create a new entity based on a pump, and change the pipe connections to

pipe_connections =
{
{ connection_type = "linked", flow_direction ...

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