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by boskid
Mon May 12, 2025 5:22 pm
Forum: Releases
Topic: Version 2.0.49
Replies: 2
Views: 325

Re: Version 2.0.49


Was it a bug?
That might be a nice feature for power source management for mods.


https://lua-api.factorio.com/2.0.7/types/ElectricUsagePriority.html

It was never supposed to be possible to set but there was check missing and somehow it did not crash, in 2.0.48 it started crashing because when ...
by boskid
Mon May 12, 2025 1:05 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.48] Crash during autosave (LogisticFilter::save)
Replies: 3
Views: 192

Re: [boskid][2.0.48] Crash during autosave (LogisticFilter::save)

Thanks for the report. Issue is now fixed for 2.0.49.
by boskid
Mon May 12, 2025 12:18 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.48] Crash during autosave (LogisticFilter::save)
Replies: 3
Views: 192

Re: [2.0.48] Crash during autosave (LogisticFilter::save)

Welcome on forums. Do you have a save file that i could take a look at?
by boskid
Sun May 11, 2025 8:13 pm
Forum: Won't implement
Topic: API request: add a spent_result to AmmoItemPrototype
Replies: 5
Views: 161

Re: API request: add a spent_result to AmmoItemPrototype

Absolutely no, there are absolutely no chances of this being implemented because it would be just a buggy mess that everyone would quickly start complaining about as being unreliable.

Take a look at this:
1/ Craft 1 magazine (it has 10 bullets).
2/ Shoot 7 times
3/ Put that magazine into a chest.
4 ...
by boskid
Sun May 11, 2025 7:49 pm
Forum: Technical Help
Topic: [2.0.11] Trying to port Nauvis Post Collapse to 2.0
Replies: 6
Views: 641

Re: [2.0.11] Trying to port Nauvis Post Collapse to 2.0


Any news about how to fix that ?


Assuming you are on factorio version 2.0.29 or newer:
1/ Unzip a a save file
2/ open `control.lua` inside of extracted save using a text editor
3/ replace content of it with this:
require('__base__/script/freeplay/control.lua')
4/ save
5/ zip that directory ...
by boskid
Sun May 11, 2025 11:29 am
Forum: Not a bug
Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
Replies: 4
Views: 179

Re: [boskid] Assembler working animation continues for 1 additional tick after finishing

I cannot guarantee anything about animation alignment because crafting progress is stored as `double` while animation progress is stored as fixed point with a precision of 1/256th of animation frame progress. Reason why crafting is not measured in ticks is that we also have to account for various ...
by boskid
Sun May 11, 2025 10:55 am
Forum: Not a bug
Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
Replies: 4
Views: 179

Re: [boskid] Assembler working animation continues for 1 additional tick after finishing

Welcome in the world of floating point errors where i have to explain why this is Not a bug.

I looked at the assembler's crafting code and assembler's animation code and here is what i found: Recipe you have is indeed specified to craft in 24 ticks, however when assembling machine is working, after ...
by boskid
Sat May 10, 2025 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information
Replies: 4
Views: 555

Re: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information

SWeini wrote: Thu May 08, 2025 4:50 am Regarding OffshorePumpPrototype.fluid_source_offset, was I just blind or is this really missing from runtime stage API?
For 2.0.48 i added LuaEntityPrototype::fluid_source_offset read.
by boskid
Sat May 10, 2025 5:20 pm
Forum: Implemented mod requests
Topic: Add "accepted_seeds" or seed categories to agricultural-tower
Replies: 9
Views: 667

Re: Add "accepted_seeds" or seed categories to agricultural-tower

2.0.48 - AgriculturalTowerPrototype::accepted_seeds
by boskid
Sat May 10, 2025 1:10 pm
Forum: Modding interface requests
Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
Replies: 7
Views: 1057

Re: Add PlanetPrototype.LightningProperties.start_time and end_time

From possible options, i think the most easy for me to implement would be to add SurfacePropertyID into LightningProperties - if it would be set, then amount of lightnings would be controlled by that surface property. This value could then be set by PlanetPrototype::surface_properties or set/changed ...
by boskid
Sat May 10, 2025 12:50 pm
Forum: Modding interface requests
Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
Replies: 7
Views: 1057

Re: Add PlanetPrototype.LightningProperties.start_time and end_time


Which, by the way, should be bundled in a table. Changing only one rarely makes sense, but trying to change them one by one olny ever causes problems .


I see. That is a reasonable modding interface request, independent of this topic. Ability to change all 4 daytime points is implemented for 2.0 ...
by boskid
Sat May 10, 2025 11:04 am
Forum: Technical Help
Topic: [2.0.47][SA] Corrupt map. Unknown decorative ID: 42752.
Replies: 8
Views: 438

Re: [2.0.47][SA] Corrupt map. Unknown decorative ID: 42752.

This looks like yet another case of a memory corruption, one chunk on fulgora had 2 decoratives from which first one was corrupted.

A fixed save file where i just deleted all decoratives on the affected chunk:
128639-asd-fixed.zip
(50.16 MiB) Downloaded 10 times
by boskid
Sat May 10, 2025 9:00 am
Forum: Modding interface requests
Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
Replies: 7
Views: 1057

Re: Add PlanetPrototype.LightningProperties.start_time and end_time

Currently amount of lightnings generated is based on the surface's darkness - its not quite the same as LuaSurface::darkness because the darkness used for lightnings is not capped by a value set by LuaSurface::min_brightness. Primary issue is that right now the darkness is 0 at day and 1 at night ...
by boskid
Sat May 10, 2025 6:45 am
Forum: Bug Reports
Topic: [2.0.47] Inserters won't unload from automated train
Replies: 2
Views: 188

Re: [2.0.47] Inserters won't unload from automated train

Welcome on forums. There are no bugs here with the inserters. A train in automatic mode can only be interacted with when it is "in station" however your trains have empty schedule so they do not recognize the spot they are standing as being their station. When a train is in manual mode then ...
by boskid
Fri May 09, 2025 1:30 pm
Forum: Modding interface requests
Topic: Allow loadfile() when require() would be allowed
Replies: 4
Views: 198

Re: Allow loadfile() when require() would be allowed

What exactly makes `require()` unusable in your case?
by boskid
Thu May 08, 2025 1:28 pm
Forum: Outdated/Not implemented
Topic: 45 degree train ramps
Replies: 1
Views: 124

Re: 45 degree train ramps

Welcome on forums. Answer to your question is No. 126805
by boskid
Wed May 07, 2025 5:39 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserter stuck inserting into lab with extreme research cost
Replies: 1
Views: 615

Re: [boskid][2.0.47] Inserter stuck inserting into lab with extreme research cost

Thanks for the report. I made labs have an extra margin of 4*max inserter hand size to account for this modded case. Issue is now fixed for 2.0.48.

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