Search found 487 matches

by Silari
Sat Mar 16, 2024 4:31 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 145
Views: 15194

Re: Friday Facts #402 - Lightspeed circuits

The final changes to make everything function correctly took about 1 hour to write, and worked correctly the first try. That's not supposed to happen and left me with doubts. There's nothing scarier than code that works the first try, for the simple fact it's much less likely that you wrote it perf...
by Silari
Sun Mar 03, 2024 4:06 am
Forum: Modding help
Topic: Creating Player Only Equipment
Replies: 5
Views: 230

Re: Creating Player Only Equipment

Equipment placement is based on the categories of the equipment and the grid - if any category is shared between them, it can fit. So basically you'd want to make a new category just for your equipment, then find all the equipment grid prototypes used in people armor and add that category to it. Sin...
by Silari
Sat Feb 24, 2024 5:41 pm
Forum: Not a bug
Topic: [1.1.104] No victory screen after first Rocket Launch
Replies: 9
Views: 472

Re: [1.1.104] No victory screen after first Rocket Launch

I'm surprised that if a mod was loaded for this save that achievements are still working for me. Game only checks if mods are currently loaded when deciding to use the modded list, only console commands check for a flag thats permanently set. It's simpler. I've attached a version of the save that s...
by Silari
Sun Jan 28, 2024 4:33 pm
Forum: Gameplay Help
Topic: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.
Replies: 3
Views: 406

Re: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.

You've got heavy oil pipes from refineries feeding into your crude oil system. Probably from before you switched fluids.

They're off due to no heavy oil for the cracking but their fluid boxes are still connected.

Might be some others but those I found.
by Silari
Sun Jan 14, 2024 5:05 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 226
Views: 42552

Re: Friday Facts #393 - Putting things on top of other things

Koub wrote:
Sun Jan 14, 2024 2:05 pm
I wonder how 5 filters will be displayed on inserters in alt-mode.
Presumably exactly the same way filter inserters already do it. They have 5.
by Silari
Mon Nov 27, 2023 5:07 pm
Forum: Ideas and Suggestions
Topic: New Folder button in save/load game screen
Replies: 1
Views: 195

Re: New Folder button in save/load game screen

Already a LOT of threads on this.

viewtopic.php?f=6&t=106742 lists a few of them.
by Silari
Mon Nov 13, 2023 4:33 pm
Forum: Ideas and Suggestions
Topic: Roboport Improvements
Replies: 17
Views: 1179

Re: Roboport Improvements

- In FFF #377; there was an announcement between the lines "We have increased the big electric pole range to 32 to go along with this." It would be very convenient to have a roboport supply range of 64x64 instead of 50x50 So each roboport can fully cover 4 chunks. They would also align pe...
by Silari
Sat Nov 04, 2023 1:09 am
Forum: Technical Help
Topic: Rolling back a game update removes all achievements
Replies: 10
Views: 1013

Re: Rolling back a game update removes all achievements

It was moved because it's not a bug. Previous versions can't load files from later versions, and that includes the achievement list. That is intended and that's how it's working.

If you want to run different versions, you can use the stand-alone zip version from the website.
by Silari
Wed Oct 25, 2023 2:29 am
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 662

Re: Last User shows my steam username and not my LAN player name

As title describes. When hovering over an entity, the Last User shows my steam username (the unchangeable one) instead of the LAN player name (the one that's synced with the steam account name). I believe the name shown in game is only dependent on your factorio account, NOT your steam name. My in-...
by Silari
Wed Oct 11, 2023 10:56 pm
Forum: Modding help
Topic: modifying another mod's control.lua values to a variable
Replies: 4
Views: 402

Re: modifying another mod's control.lua values to a variable

You can't. Every mod has it's own LUA sandbox, and they can't interact with each other that way. Really the only way a mod can interact with another one is by requiring files from a mod to copy some of its stuff, or by using an interface that a mod defined which is then called.
by Silari
Sun Oct 08, 2023 12:18 am
Forum: Not a bug
Topic: [1.1.91] --dump-data outputs some values with an excesive number of decimal places
Replies: 4
Views: 397

Re: [1.1.91] --dump-data outputs some values with an excesive number of decimal places

They are floating point values. There is going to be some slight drift because you can't store those exact values in a float, only a very close approximation. Anything that rounds it to a couple of decimal places is going to get the original value back in almost every case.
by Silari
Thu Sep 21, 2023 1:15 am
Forum: Modding interface requests
Topic: "detecting" resources
Replies: 2
Views: 347

Re: "detecting" resources

You could manage it with non-selectable resources that you swap with the normal resource once it's been 'discovered' by whatever method. Just use an empty file for the pictures. IIRC the sector scanning event tells you what radar did the scanning so you could work with that. Not sure what happens if...
by Silari
Sun Sep 17, 2023 6:54 pm
Forum: Outdated/Not implemented
Topic: Space Age: will different planets be on different threads?
Replies: 6
Views: 1067

Re: Space Age: will different planets be on different threads?

Devs said it, so it's almost certainly true. Optimizations in the new engine might change the numbers slightly but it still needs to go through a lot of RAM every tick. Also surfaces are currently in the engine, so that's nothing new. They're not in different threads because things can interact acro...
by Silari
Sun Sep 17, 2023 5:18 pm
Forum: Modding help
Topic: Multiplayer testing by myself
Replies: 7
Views: 727

Re: Multiplayer testing by myself

Definitely works on the same user account in Windows. Not sure why it wouldn't on Linux. Might have had issues if you tried to run the same instance twice. You need to use two different installs, otherwise factorio can't lock the files it needs.
by Silari
Sun Sep 17, 2023 4:38 pm
Forum: Modding help
Topic: Multiplayer testing by myself
Replies: 7
Views: 727

Re: Multiplayer testing by myself

Don't need two accounts - you can just use the standalone version. You'll need to change settings so they use a different username and don't check accounts, but it works fine. Done it before.
by Silari
Sat Sep 16, 2023 1:36 am
Forum: General discussion
Topic: Preserving Factorio 1.0
Replies: 7
Views: 1464

Re: Preserving Factorio 1.0

Given my existing version is a Steam copy do I just purchase a key from the Factorio Website and download the .exe from Factorio (in order to have a separate copy of the Game) which I can keep to the revision I want (1.187 at the moment in my case) and move my saved games etc to that copy. You don'...
by Silari
Mon Aug 14, 2023 5:25 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 662

Re: Check in Entity Exists in Control

better way would be to assemble that table at startup and only fill it with an item if that prototype exists. Easier to do it once at startup then every time you need to spawn something.
by Silari
Sun Aug 06, 2023 5:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash
Replies: 6
Views: 1350

Re: [1.1.88]Changing map gen settings with on_chunk_generated event results in crash

I feel like having the chunks that are partially generated to finish using the old settings then using the new settings on everything made after that would be expected if it's not possible to have those settings affect the current chunk(s) generating.
by Silari
Wed Jul 19, 2023 10:53 pm
Forum: Modding help
Topic: Log for QC
Replies: 1
Views: 380

Re: Log for QC

You can do it with the --dump-data startup option. The wiki has it available though: https://wiki.factorio.com/Data.raw

In game, you have the prototype explorer, Ctrl+Shift+E

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