Search found 439 matches
- Sun Jan 29, 2023 3:28 am
- Forum: Bug Reports
- Topic: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
- Replies: 7
- Views: 264
Re: [1.1.74] LuaItemStack.transfer_stack only transfers 1 artillery shell from an artillery wagon to another
Is the return true or false from the transfer call?
- 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.
- 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...
- 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
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.graphics are not intensive and a low to mid video card is plenty.
- 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.
- 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...
- 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 ...
- 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.
- 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...
- 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
- 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.
- 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...
- Sat Oct 29, 2022 12:14 am
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 786
- 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.
- 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...
- 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 ...
- 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.
- 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...
- 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.
- 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...