Search found 181 matches

by Silari
Tue Aug 03, 2021 8:13 am
Forum: Ideas and Suggestions
Topic: Oil refinery should only show the pipes used in the chosen recipe
Replies: 8
Views: 241

Re: Oil refinery should only show the pipes used in the chosen recipe

I do like that you can always see there are clearly recipes that use both inputs and all 3 outputs, but I will agree, the current situation is flawed, because you actually can't know which output to use if you don't use alt view, which shouldn't be a requirement, as useful as it is. You could even ...
by Silari
Sun Aug 01, 2021 6:04 pm
Forum: Bug Reports
Topic: [1.1.36] Furnace with result_inventory_size > 1 doesn't fill
Replies: 1
Views: 103

Re: [1.1.36] Furnace with result_inventory_size > 1 doesn't fill

Pretty sure this isn't a bug, as just like crafting machines, each output only gets one slot, even if two outputs are the same item. data.raw.recipe["accumulator"].result = nil data.raw.recipe["accumulator"].results = {{name="accumulator",amount=10},{name="accumula...
by Silari
Mon Jul 26, 2021 4:36 pm
Forum: Modding interface requests
Topic: Hide 0W electric-energy-interface from power graph
Replies: 3
Views: 118

Re: Hide 0W electric-energy-interface from power graph

That would be awful. All your solar panels would disappear from your network every night.
by Silari
Sun Jul 25, 2021 7:18 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 92
Views: 6175

Re: Small documentation improvement requests

on_force_created should have a note that it is not fired for the default forces, same as the note on_surface_created has about not being fired for the default surface.

Related: viewtopic.php?p=549998


-> Good idea, thanks, added for the next release.
by Silari
Sun Jul 25, 2021 1:10 am
Forum: Modding help
Topic: [1.1.36]when logistic-robot crash,triggers nothing.
Replies: 4
Views: 174

Re: [1.1.36]when logistic-robot crash,triggers nothing.

that will be nice Posted a report and it's been assigned so hopefully we'll get some way to detect this happening: https://forums.factorio.com/viewtopic.php?f=182&t=99387 I also had previously noticed but forgot that they don't even get their death animation when energy runs out, unlike combat ...
by Silari
Sat Jul 24, 2021 6:55 pm
Forum: Implemented mod requests
Topic: [Rseding] [1.1.36] speed_multiplier_when_out_of_energy=0 doesn't trigger any events or death anim for non-combat robots
Replies: 1
Views: 153

[Rseding] [1.1.36] speed_multiplier_when_out_of_energy=0 doesn't trigger any events or death anim for non-combat robots

What Setting speed_multiplier_when_out_of_energy=0 on a logistic or construction robot doesn't fire any event when the robot dies, nor does the robots death animation fire. Instead, they just immediately disappear from the map. This is in contrast to combat robots, where they fire the on_combat_rob...
by Silari
Fri Jul 23, 2021 11:15 pm
Forum: Off topic
Topic: Anyone installed Windows XP from USB?
Replies: 5
Views: 321

Re: Anyone installed Windows XP from USB?

Been a VERY long time since I had a reason to, but I've done it before with YUMI IIRC. Can't say how well the modern version works, but a quick look says it still supports making bootable USB XP installers.
by Silari
Thu Jul 22, 2021 11:58 pm
Forum: Technical Help
Topic: [Server 1.1.36] Crash on saving
Replies: 3
Views: 186

Re: [Server 1.1.36] Crash on saving

15776.036 Info AppManager.cpp:306: Saving to _autosave5 (blocking). 15778.119 Info AppManagerStates.cpp:1942: Saving finished 15889.152 Info AppManager.cpp:420: Saving game as /factorio/saves/_autosave2.zip 15891.376 Info AppManagerStates.cpp:1942: Saving finished 15919.034 Info AppManager.cpp:420:...
by Silari
Thu Jul 22, 2021 4:38 pm
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 261

Re: on_chunk_generated_by_pollution event

I would not have expected that behavior, but from testing it looks like there is a single chunk thick ring around the map (presumably filled with the 'out-of-map'tiles), but beyond which chunks aren't generated and thus pollution can not travel, so it could still work for OPs purpose. Your image la...
by Silari
Thu Jul 22, 2021 1:03 am
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 261

Re: on_chunk_generated_by_pollution event

Very vague memories say that map size just generates out-of-map tiles instead of land, but doesn't actually stop generating chunks, or pollution spreading. Albeit the generated chunks would be smaller on disk due to not having any actual content. Did that change over the years? I would not have exp...
by Silari
Wed Jul 21, 2021 5:54 pm
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 261

Re: on_chunk_generated_by_pollution event

Only thing I can think of like that would maybe be to limit the map size via MapGenSettings (width/height) via script and expand it as the player explores/builds out further from the spawn point (up to whatever original limit they set in new game settings). Don't know how well it'd work in practice....
by Silari
Wed Jul 21, 2021 5:48 pm
Forum: Modding help
Topic: [1.1.36]when logistic-robot crash,triggers nothing.
Replies: 4
Views: 174

Re: [1.1.36]when logistic-robot crash,triggers nothing.

I am going to move this to modding help There are many ways and many ways to go wrong when hooking events and using your own scripting, It would be best if you can just post the whole mod/script instead of cherry picked snippets From testing it myself it doesn't seem like any event fires when a log...
by Silari
Tue Jul 20, 2021 4:45 pm
Forum: Pending
Topic: [1.1.36] Blueprints in Blueprint Book not switching when shift-scrolling
Replies: 3
Views: 238

Re: [1.1.36] Blueprints in Blueprint Book not switching when shift-scrolling

Neither of those save files contain any blueprint books. Post a vanilla save containing the book and exact steps to produce the issue please. You can load the save with blueprint syncing disabled to get the blueprints and the issue is present. 0eNrFnVFvHLmSpf+KoedyI0lGBMnGfVmgH+bhPt3ZBQazuDBkW+4rjF...
by Silari
Mon Jul 19, 2021 5:04 pm
Forum: Modding discussion
Topic: Mining drill prototype storage_slots
Replies: 3
Views: 118

Re: Small documentation improvement requests

From the quoted version, and other forum posts (some of bob's, google factorio "storage_slots"), that was indeed the case. Now though, that doesn't seem to apply. I wouldn't be surprised if a rather non-descript / very seldom used property became "vestigial" (it was added in 201...
by Silari
Mon Jul 19, 2021 7:15 am
Forum: Modding discussion
Topic: Mining drill prototype storage_slots
Replies: 3
Views: 118

Mining drill prototype storage_slots

Moderator note: Discussion split from https://forums.factorio.com/viewtopic.php?p=549679#p549679, see quote https://wiki.factorio.com/Prototype/MiningDrill#storage_slots Does this still do anything? https://wiki.factorio.com/Version_history/0.11.0#0.11.21 Storage slots of mining drill is moddable no...
by Silari
Sun Jul 18, 2021 10:26 pm
Forum: Gameplay Help
Topic: Space packs in editor mode
Replies: 5
Views: 244

Re: Space packs in editor mode

findokochan wrote:
Sun Jul 18, 2021 7:11 pm
Or if there's a console command to progress research for bots that works too

Code: Select all

/c game.player.force.technologies["artillery-shell-range-1"].level = 100
where "artillery-shell-range-1" is the tech you want to set the level for. worker-robots-speed-1 is the one for bot speed.
by Silari
Sat Jul 17, 2021 10:35 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 92
Views: 6175

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.map_gen_settings has two issues The generation settings for the surface. can be used to adjust the surface after changing generation settings. Note: When changing settings runtime the game will not retroactively change anything. Note: Lu...
by Silari
Fri Jul 16, 2021 8:51 am
Forum: Ideas and Suggestions
Topic: Rework pumpjack expected resources value
Replies: 14
Views: 436

Re: Rework pumpjack expected resources value

One thing this thread seems to have missed is that miners and pump jacks both display the exact same info in their panels, the only difference comes if they're mining an infinite resource vs a finite one. If you put a mining drill on infinite ores, it'll show the same output per second in it's toolt...
by Silari
Mon Jul 12, 2021 4:16 pm
Forum: Technical Help
Topic: GUI Crash with rocket silo
Replies: 6
Views: 383

Re: GUI Crash with rocket silo

Thanks for your help! My file had 64 level.dat files (level.dat63 etc). I deleted all but the most recent and renamed it level.dat (since they were numbered 0-63 with none just "level.dat"). I get the following error. Any advice? You're not supposed to delete ANY of the level.dat* files -...
by Silari
Thu Jul 08, 2021 11:23 pm
Forum: Gameplay Help
Topic: Debugging an issue: Trying to find what is causing robots to self destruct
Replies: 6
Views: 346

Re: Debugging an issue: Trying to find what is causing robots to self destruct

Check to see what mods are modifying the Logistic and Construction robot prototypes. According to the docs, if something set their out of energy speed multiplier to 0 they'll crash. Obviously that's more likely to happen if they go long distances, and can happen when they're near a roboport cause th...

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