Search found 365 matches
- Sat Feb 04, 2023 6:59 am
- Forum: Not a bug
- Topic: [1.1.76] Checking for mod updates makes multiple redundant portal requests
- Replies: 1
- Views: 142
[1.1.76] Checking for mod updates makes multiple redundant portal requests
When the game checks for mod updates, it downloads the full mod list multiple times. The number of times it downloads it is proportional to the number of mods - with 5000 mods, it made 100 requests. You can see the URL that it is fetching in the log file: 85.659 Info HttpSharedState.cpp:54: Download...
- Sat Dec 03, 2022 10:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
- Replies: 2
- Views: 1102
Re: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
The dialog is unable to be turned off by design. If it was disable-able then most players would turn it off and if something broke (like it did here), they would not have all of the information to file a proper bug report. You can destroy the GUI window using a console command, but I can't guarantee...
- Fri Dec 02, 2022 7:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
- Replies: 3
- Views: 808
[Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
If you create a GUI element, then later change its caption or tooltip, locale fallback groups are not parsed. They only work when setting the caption or tooltip on initial creation of the GUI element. To reproduce: Run this command: /c game.player.gui.top.add{type = "button", caption = {&q...
- Thu Dec 01, 2022 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
- Replies: 2
- Views: 1102
[Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
LuaPlayer::request_translation does not handle the new fallback groups format, and fails the translation if you attempt to use it. To reproduce: 1. Copy the below code into a mod control.lua 2. Start a new game 3. Observe that the frame in the top-left correctly shows ice-cream 4. Observe the chat m...
- Sat Sep 17, 2022 4:50 am
- Forum: Modding interface requests
- Topic: Documentation Improvement Requests
- Replies: 330
- Views: 47951
Re: Small documentation improvement requests
LuaEntity::set_filter()'s second argument can be set to nil to clear the filter, but this is not explained in the documentation at all, and the type is just string. LuaEntity::set_infinity_pipe_filter()'s argument can also be nil to clear it. This is stated in the documentation, but the intellisens...
- Thu Jul 28, 2022 8:03 pm
- Forum: Assigned
- Topic: [posila] [1.1.59] Can not launch on Wayland compositor
- Replies: 14
- Views: 2200
Re: [posila] [1.1.59] Can not launch on Wayland compositor
You mean launching Factorio with environment variable SDL_VIDEODRIVER=wayland? Correct. The log looks identical even when that environment variable is set. We have only Direct3D and OpenGL backends (we don't use SDL for rendering, only for application window, OpenGL initialization and input event h...
- Thu Jul 28, 2022 5:46 pm
- Forum: Assigned
- Topic: [posila] [1.1.59] Can not launch on Wayland compositor
- Replies: 14
- Views: 2200
Re: [posila] [1.1.59] Can not launch on Wayland compositor
Thank you for working on Wayland support! I haven't been vocal about it, but I've been patiently waiting for support as well. Unfortunately, Factorio is still running on xwayland for me. I am using the Sway window manager. Here are the relevant lines from the log: 0.000 2022-07-28 11:42:44; Factorio...
- Sat Jul 09, 2022 12:12 am
- Forum: Modding interface requests
- Topic: Show specific level of infinite technology on choose-elem-button
- Replies: 1
- Views: 454
Show specific level of infinite technology on choose-elem-button
I am using choose-elem-buttons in my research queue mod so that I can use the built-in tooltips. However, there isn't a way to specify a specific level of infinite technology so far as I can tell, so the button always shows the base level. This means that I can't use the vanilla tooltips and will ne...
- Thu Jun 23, 2022 2:11 am
- Forum: Bug Reports
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 615
Re: hand_location is incorrect when holding a blueprint in a blueprint book
Ah frick, I searched before posting but apparently didn't search hard enough.
I hope that I can get a different answer, because I can't think of a sane way to work around this issue.
I hope that I can get a different answer, because I can't think of a sane way to work around this issue.
- Wed Jun 22, 2022 5:12 am
- Forum: Bug Reports
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 615
hand_location is incorrect when holding a blueprint in a blueprint book
Steps to reproduce: - Start a new game - Put a blueprint book in your inventory, and put a blueprint inside of the book - Pick up the blueprint in the book - /c game.print(serpent.block(game.player.hand_location)) - Observe that the hand_location says the hand is in the main inventory, even though i...
- Sat Jun 11, 2022 9:57 pm
- Forum: Pending
- Topic: [Rseding91] Insta-undo in the map editor raises no events
- Replies: 2
- Views: 620
[Rseding91] Insta-undo in the map editor raises no events
When using the map editor's instant undo feature, no events are fired for the destruction of the entities. This breaks several of my mods. Insta-deconstruction with the deconstruction planner raises script_raised_destroy, so that might make sense, but as long as it fires something, I'll be happy. St...
- Sat Mar 19, 2022 6:56 pm
- Forum: Modding interface requests
- Topic: Handle quoted translations in locale files / follow the INI specification
- Replies: 1
- Views: 449
Handle quoted translations in locale files / follow the INI specification
Greetings, I've been using Crowdin to translate Krastorio 2, using Crowdin's GitHub action to do the synchronization. It's been working pretty well! However, in order for Crowdin to provide a good translation interface, the action renames the files to .ini. The problem is, Factorio does not follow t...
- Sat Feb 19, 2022 12:00 am
- Forum: Minor issues
- Topic: [1.1.53] Inserters will not take generator equipment burnt results
- Replies: 1
- Views: 803
[1.1.53] Inserters will not take generator equipment burnt results
Not sure if this is a bug, or just an unimplemented feature. Inserters can and will insert generator equipment fuel, but will not take the burnt result out of the generator. This makes it impossible to automate generator equipment that has fuel with a spent result. To reproduce: 1. Download and sync...
- Fri Feb 18, 2022 11:48 pm
- Forum: Modding interface requests
- Topic: Add relative_gui_position.side_panel
- Replies: 1
- Views: 504
Re: Add relative_gui_position.side_panel
There is all of that unused space in the actual entity GUI... the circuit and logistic conditions could easily fit in there instead. Then there would only be one column on the right to worry about.
- Fri Jan 28, 2022 1:12 am
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 1387
Re: Add fluid system number read to LuaFluidBox
I could like to request that this be made part of gamestate. It would SIGNIFICANTLY reduce the complexity of my Pipe Visualizer mod.
- Sat Jan 08, 2022 8:56 pm
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 1417
Re: Add trigger_target_mask directly to land-mine
Thanks for looking into it. I'm still going to have to keep the land mines, because the turrets have edge cases that I cannot solve for. So I appreciate the improvements that you're making!
- Sat Jan 08, 2022 8:54 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.50] Map editor inventory size will not change after the start of a game
- Replies: 1
- Views: 493
[1.1.50] Map editor inventory size will not change after the start of a game
If you change the inventory size in the editor controller prototype, the new inventory size will not take effect in existing games. You have to start a new game for it to work. To reproduce: - Create a new save - Enter the map editor - Save the game - Adjust the map editor's inventory slots in the e...
- Fri Jan 07, 2022 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: K2 + SE changes
- Replies: 5
- Views: 3388
Re: K2 + SE changes
Ok, first off, that description on the mod portal is entirely a joke. I don't do whatever I want, I take great pains to align with Krastor and Linver's vision. I have immense respect for what they created, and I am honored to have been given the opportunity to maintain it. I will change the mod port...
- Thu Jan 06, 2022 5:05 pm
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 1417
Re: Add trigger_target_mask directly to land-mine
Using a proxy turret was the original solution I tried. However, it didn't work properly, because it would not wake up and fire upon locomotives. Charging locomotives is one of the primary usecases for the Tesla coil. Adding an EntityWithForce to keep the turrets from going to sleep caused massive U...
- Thu Jan 06, 2022 5:43 am
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 1417
Re: Add trigger_target_mask directly to land-mine
Update: The UPS drain gets worse as you add entities around the tesla coils. The mine has a radius of 20, so it triggering on absolutely every entity around it. Adding filtering directly to the land-mine would solve this issue as well.