Search found 439 matches

by Silari
Fri Jan 27, 2023 1:12 am
Forum: Technical Help
Topic: [1.1.75] Crash
Replies: 25
Views: 790

Re: [1.1.75] Crash

First step would be to dust it, then worry about thermal paste if that doesn't take care of it.
by Silari
Wed Jan 25, 2023 1:37 am
Forum: Questions, reviews and ratings
Topic: Help me find this MOD: "produce" resources
Replies: 5
Views: 372

Re: Help me find this MOD: "produce" resources

Are you thinking of Dark Matter Replicators? Replicators can make items using just electricity, and the textures for them was basically just the vanilla lab. Resources required tier 1 replicators, more complicated items required higher tiers. https://mods.factorio.com/mod/dark-matter-replicators The...
by Silari
Sat Jan 21, 2023 6:10 pm
Forum: Technical Help
Topic: PC specs for large bases
Replies: 4
Views: 188

Re: PC specs for large bases

graphics are not intensive and a low to mid video card is plenty.
That's not entirely true. While it generally doesn't require much power, it can use a LOT of VRAM, which low end cards generally aren't going to have. 2GB is good. If you're running mods it can use a lot more.
by Silari
Thu Jan 19, 2023 3:05 am
Forum: Modding help
Topic: Bads with adding assembling entity and crafting category
Replies: 2
Views: 128

Re: Bads with adding assembling entity and crafting category

The prototypes for boilers and assembling machines are very different - you can't just copy all the data and change the type to have it work. Boilers have their sprites defined in a structure property, assembling machines use an animation property, which have differences in how they are laid out.
by Silari
Tue Jan 17, 2023 3:57 am
Forum: Technical Help
Topic: Loading worlds from before 0.18?
Replies: 10
Views: 338

Re: Loading worlds from before 0.18?

While the zip file does have it's own separate game data directory, it still defaults to the same user data location, so that won't help, either, unless you edit the config-path.cfg file in the game data directory first to point to a different location before even firing it up. Windows version stan...
by Silari
Mon Jan 16, 2023 12:01 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 3506

Re: What to do with entities after uninstall

A player in single player mode has uninstalled (i.e. removed all files of) mod A. Mod A has just been turned off in a multiplayer game when a new player who hasn't installed the mod joins. In both cases, on_configuration_changed would still contain the info that there is an old, but no new version ...
by Silari
Fri Dec 30, 2022 3:34 am
Forum: Modding help
Topic: Maximum spritesheet width is 8192, but image is 1024 wide
Replies: 7
Views: 271

Re: Maximum spritesheet width is 8192, but image is 1024 wide

Looks like you misspelled 'line_length' in all your attempts as 'lines_length'. That means the game is assuming these are all on one line.
by Silari
Sun Dec 18, 2022 5:38 am
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 15305

Re: Friday Facts #370 - The journey to Nintendo Switch

You would think that will all the resources spent on porting this game to other platforms like switch (much different than pc, different control scheme, less powerful, architecture, etc) and mac, that could have been spent working on the actual expansion. If you actually read the FFF you'd know tha...
by Silari
Sat Nov 26, 2022 12:38 am
Forum: Gameplay Help
Topic: Coal liquefaction statistics
Replies: 8
Views: 636

Re: Coal liquefaction statistics

That's not a bug. Catalysts aren't included in production statistics, as they aren't really being produced or consumed. There are other reports about it around: viewtopic.php?f=23&t=69934&p=425349&hil ... st#p425349
by Silari
Mon Nov 14, 2022 3:39 pm
Forum: Bug Reports
Topic: [1.1.72] Combat shotgun can be fired in 2 directions simultaneously
Replies: 1
Views: 336

Re: [1.1.72] Combat shotgun bizarre spread

Sounds like viewtopic.php?p=461762#p461762 though both directions at once is new.
by Silari
Sun Nov 13, 2022 3:20 am
Forum: Modding help
Topic: Surface tiles resetting when player teleports
Replies: 2
Views: 214

Re: Surface tiles resetting when player teleports

Pretty sure the game generates chunks in a radius around the player, so once the player gets teleported it starts generating chunks, thus replacing what you made. You can set the chunks to generated to avoid it being changed (https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.set_chunk_g...
by Silari
Sat Oct 29, 2022 12:14 am
Forum: Gameplay Help
Topic: I suddenly got "game over" for no apparent reason
Replies: 11
Views: 786

Re: I suddenly got "game over" for no apparent reason

thomroos wrote:
Fri Oct 28, 2022 8:29 pm
It's probably because you play in peaceful mode, this disables achievements.
Peaceful mode only disables 4 achievements related to biters (either directly or because they're needed to make the goal challenging). It has no effect on any of the others.
by Silari
Sat Oct 29, 2022 12:05 am
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 331

Re: Mining In a Line

Huh turns out you totally can put the vector outside the nominal bounds of the miner. Not sure if there's a limit, but you could certainly do the multiple miners in a row trick.
by Silari
Fri Oct 28, 2022 11:51 pm
Forum: News
Topic: Factorio for Nintendo Switch is now available!
Replies: 27
Views: 5859

Re: Factorio for Nintendo Switch is now available!

On Steam, there is beta branch (you can configure it in Factorio properties in Steam library) called "console". It will always match the latest console release, as they take much longer then our PC releases, so the versions probably won't be qble to keep up. That was an absolutely excelle...
by Silari
Mon Oct 24, 2022 1:32 am
Forum: Modding help
Topic: My code for building blueprints from string not working
Replies: 3
Views: 230

Re: My code for building blueprints from string not working

This code grabs the value 'bp_entities' and then does nothing with it, while providing a parameter when the function doesn't take any. It's entirely superflous - maybe it was used for debugging at one point, but it really doesn't need to be there. Biggest issue is it keeps a copy of the return from ...
by Silari
Fri Oct 21, 2022 1:55 am
Forum: Modding help
Topic: Entity interaction preview
Replies: 1
Views: 151

Re: Entity interaction preview

https://wiki.factorio.com/Prototype/Ent ... cification does that. You can see a version of it on the electric miner - it highlights the given radius with the given sprite. I use it to illustrate the range of the fisheries, farms, and terraformers in Homeworld Redux.
by Silari
Wed Oct 19, 2022 12:58 am
Forum: Modding help
Topic: [1.1] How to know if an object is stackable?
Replies: 9
Views: 1030

Re: [1.1] How to know if an object is stackable?

Unfortunately, while we can compare LuaAPI of different Factorio versions, there is no history of the prototype definitions . Do you know whether item.stackable ever was a valid property? It's not really important (I've removed that from my WIP version), I'm just wondering how this ever got include...
by Silari
Tue Oct 18, 2022 12:36 am
Forum: Fixed for 1.2
Topic: [Klonan] Please add "Copy error message to clipboard" button to mod loading errors
Replies: 5
Views: 618

Re: [Klonan] Please add "Copy error message to clipboard" button to mod loading errors

That's a different kind of error message. You can't highlight anything in the load error box, so you can't copy it.
by Silari
Sat Oct 15, 2022 8:47 pm
Forum: Modding help
Topic: Unstable chunk/tile count?
Replies: 4
Views: 298

Re: Unstable chunk/tile count?

Thank you for the hint. "is_visible" means showing live to the player (always 25) in the map - or any radar (50 each, unless overlapping of course) Ooops copied the wrong one. It's the command above that one that checks if a force has charted a chunk: https://lua-api.factorio.com/latest/L...

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