Is it possible to ignore the missing prototypes and place the unknown entities in the blueprint object as is?
If a blueprint with entities from a deleted mod is in a saved game, then how does saving/loading handle such blueprints?
Search found 11 matches
- Sat Nov 02, 2024 12:17 am
- Forum: Not a bug
- Topic: [2.0.14] Importing a BP with quality signals when quality mod is disabled.
- Replies: 2
- Views: 175
- Fri Nov 01, 2024 6:43 pm
- Forum: Not a bug
- Topic: [2.0.14] Importing a BP with quality signals when quality mod is disabled.
- Replies: 2
- Views: 175
[2.0.14] Importing a BP with quality signals when quality mod is disabled.
I imported a blueprint into the game without the quality mod. In this BP some buildings have a signal with quality in the settings. The message "Unknown quality name: uncommon" appeared, part of the buildings (in which these signals were) is missing in the BP. But if I try to build the sam...
- Thu Oct 24, 2024 1:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.10] Crash when using deconstruct_area() on ghost (LatencyStateAdapter::getEntitySelector)
- Replies: 1
- Views: 522
[Lou][2.0.10] Crash when using deconstruct_area() on ghost (LatencyStateAdapter::getEntitySelector)
Description: Crash when calling the deconstruct_area function via a script if there is a ghost in the area. Steps to reproduce: 1. Start new game. 2. Switch to editor mode. 3. Place any ghost (i used the wooden chest). 4. Use snippet function (the ghost must be in the area): local surface = game.pla...
- Tue Aug 06, 2024 11:17 pm
- Forum: Not a bug
- Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
- Replies: 5
- Views: 498
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
Thanks for the report. This is an issue with the mod(s) you're using. Those values aren't part of the base game and so the base game has no concept of them. If I remember correctly, LuaPlayer.blueprint_to_setup returns nothing if the BP is in the BP library. Therefore, the mod does not know where t...
- Sat Nov 05, 2022 3:17 pm
- Forum: Modding interface requests
- Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
- Replies: 4
- Views: 1520
Re: Add efficient method for damaging (or killing) LuaEntities from the lua API
The ideal option would be to add an option that limits the number of new particle generators appearing in the tick (if the particles somehow affect the gamestate, then add a hard limit or limit on map option). An example of comparing the methods "entity.die()" and "entity.destroy()&qu...
- Sun Oct 23, 2022 11:03 pm
- Forum: Not a bug
- Topic: [1.1.70] Prolonged lag from particles.
- Replies: 5
- Views: 1280
Re: [1.1.70] Prolonged lag from particles.
So if some mod is making them live super long you need to complain to the author. Does this mean that I should complain to the authors of the "base" mod? π
The problem is not that particles live for a long time, but that there are too many particles at the same time and there is no limit ...
- Sun Oct 23, 2022 9:24 pm
- Forum: Not a bug
- Topic: [1.1.70] Prolonged lag from particles.
- Replies: 5
- Views: 1280
Re: [1.1.70] Prolonged lag from particles.
Is it possible to add the "no particles" option to the "entity.die()" method?
- Sun Oct 23, 2022 8:46 pm
- Forum: Not a bug
- Topic: [1.1.70] Prolonged lag from particles.
- Replies: 5
- Views: 1280
[1.1.70] Prolonged lag from particles.
Mod Krastorio 2 has a grenade with a virus against biters, when using which there is a prolonged droop in performance. I can understand the performance drop due to the script (which actually kills half of the enemies on the map), but the debug option shows that much more time is spent on particle pr...
- Fri Sep 16, 2022 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] "show-player-robots" debug option do not respect surface
- Replies: 1
- Views: 2306
[1.1.69] "show-player-robots" debug option do not respect surface
I saw debugging lines where they shouldn't be. bug.png To reproduce the bug, you need at least 2 players in multiplayer and some mod that adds a surface (for example, The Blueprint Designer Lab ). One player uses personal robots somewhere. The other player must enable the "show-player-robots&qu...
- Fri May 19, 2017 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][for 0.17][Linux] Wrong default key bindings for "ru" layout
- Replies: 3
- Views: 2356
Re: [15.5][Linux] Wrong default key bindings for "ru" layout
Can you reproduce the issue from a clean installation? Yes, I cam reproduce it on my computer and even on a virtual machine. I use ubuntu 16.04 (real and virtual) and "Generic Linux tar package (64 .tar.gz or .tar.xz)" 0.15.12 (alpha). Steps to reproduce: 1. Extract tar. 2. Run factorio f...
- Mon May 01, 2017 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][for 0.17][Linux] Wrong default key bindings for "ru" layout
- Replies: 3
- Views: 2356
[Oxyd][for 0.17][Linux] Wrong default key bindings for "ru" layout
OS: Ubuntu 16.04 When I started Factorio with the Russian layout, I noticed that the default control is completely wrong. For example, movement on "W S A D" was on "APOSTROPHE J Q R" keys. Here is the [controls] section on config.ini after changing bindings on rigth keys: [contro...