Search found 30 matches

by Hanakocz
Sat May 28, 2022 8:45 am
Forum: Modding interface requests
Topic: Change capsule cooldown system so it isn't globally shared for all capsules
Replies: 0
Views: 141

Change capsule cooldown system so it isn't globally shared for all capsules

Hello, currently all usable capsules share common cooldown on their actions, e.q. when I use grenade, I can use poison capsule when the grenade's cooldown runs out and vice versa. I wanted to introduce different kinds of capsules, let's say some capsules would be "special" and therefore sh...
by Hanakocz
Sun May 08, 2022 3:39 pm
Forum: Modding interface requests
Topic: Support for activation capsules to allow list of activated equipment
Replies: 0
Views: 151

Support for activation capsules to allow list of activated equipment

Hello, currently the remote button capsule supports exactly one armor equipment to activate. This is a bit problematic in a case where I want to introduce multiple tiers of same active defense equipment. Then I need one remote capsule item for each tier of the grid equipment. And especially if I hav...
by Hanakocz
Mon Apr 11, 2022 2:40 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.57] Items inside modded item-with-inventory incompatible with hotbar when 0 of that item in inventory
Replies: 1
Views: 801

[Rseding91] [1.1.57] Items inside modded item-with-inventory incompatible with hotbar when 0 of that item in inventory

Heya, I tried to make simple filtered bag data:extend {{ name = 'weapon-bag', type = 'item-with-inventory', inventory_size = 10, icons = Lib.icons('weapon-bag'), stack_size = 1, item_subgroup_filters = item_subgroup_filters, filter_mode = 'whitelist', extends_inventory_by_default = true, insertion_p...
by Hanakocz
Mon Jan 03, 2022 9:47 pm
Forum: Not a bug
Topic: [1.1.49] Rocket Parts without silo researched
Replies: 5
Views: 846

Re: [1.1.49] Rocket Parts without silo researched

The thing is, you won't get any value in BiterBattles just by launching a rocket - you need satellite to get the white science, and that indeed needs the research to be done. The recipe for rocket parts should be shown in tech screen as it is, as that should give the relevant info, regardless of the...
by Hanakocz
Mon Jan 03, 2022 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 1512

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

Crash itself happens because when loading, there were now 7 trains overlapping, specified over the set of same 4 rolling stocks. As of now, script just generates tracks, then places locomotive/wagons based on coordinates, but no script code actually does anything with connecting the wagons, and the...
by Hanakocz
Tue Aug 03, 2021 2:54 am
Forum: Assigned
Topic: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird
Replies: 1
Views: 789

Re: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird

This behaviour can be changed by including in map settings
['autoplace_settings'] = { ['tile'] = {treat_missing_as_default = true} }

That way the outside ring generates as out-of-map tiles as you would probably expect it to happen.
by Hanakocz
Tue Aug 03, 2021 2:01 am
Forum: Assigned
Topic: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
Replies: 0
Views: 546

[Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses

Hello, If you have Bonuses Gui opened and bonuses for your force change their values, the Gui won't get updated to new values. Currently the update of values happens only when research changes (research finished or unresearched, including changes via command), or when closing and reopening the Gui. ...
by Hanakocz
Wed May 19, 2021 10:45 pm
Forum: Minor issues
Topic: [1.1.33] Strange game freeze when assigning force in script
Replies: 5
Views: 960

Re: [1.1.33] Strange game freeze when assigning force in script

Ahaha the famous cpu gobbler function to spill items. The enemy number one to eradicate any cases when it might happen so server might not get cpu overloaded. Still sucks that it does it automatically on so many cases, but well. Luckily one can decrease the times when it happens by very cheaty metho...
by Hanakocz
Mon Jan 18, 2021 1:16 pm
Forum: Translations
Topic: [1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip
Replies: 2
Views: 988

[1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip

Hello, this issue is rather technical than wrong localization, three entries for laser bonus technologies do have not working (or missing) value placeholders. This issue is probably around since 1.1, but don't know exactly. English files do have them all three with proper __1__ placeholders. lasers_...
by Hanakocz
Sat Nov 28, 2020 11:24 am
Forum: Not a bug
Topic: [1.1.1] Linked Chest can be changed via SHIFT+click copying
Replies: 1
Views: 350

[1.1.1] Linked Chest can be changed via SHIFT+click copying

Hello, the new Linked Chest has permission to deny players from changing the links (defines.input_action.set_linked_container_link_i_d), however regardless of this permission, the link still can be changed via entity_settings_pasted SHIFT-rightclick -> SHIFT-leftclick. So it would be nice to include...
by Hanakocz
Sat Nov 28, 2020 2:53 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] AltGr is treated like left Alt so some characters can not be created
Replies: 6
Views: 1947

Re: [1.1.0] Can't type some characters in the console because alt gr is treated like left alt

Can confirm this happening as well. By pressing right ALT, it also ignores some specific input to go into console, even if those are non-alt modified inputs in settings. For example G is for connecting train wagons, pressing ALT + G in console should write special character for me, but spams "c...
by Hanakocz
Fri Nov 27, 2020 1:12 am
Forum: Won't fix.
Topic: [1.1.1] Weapon targetability against spidertron inconsistencies
Replies: 1
Views: 544

[1.1.1] Weapon targetability against spidertron inconsistencies

Hello, As of now, spidertron cannot be hit by: - tank shells (even though shell actually collides with legs) - artillery shells - grenades - shotgun (even though shell actually collides with legs) - slowdown capsules - discharge defense I think that explosives like artillery, grenades, and explosive...
by Hanakocz
Fri Oct 30, 2020 6:05 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Replies: 14
Views: 8048

Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner

Probably still better to hope for fix to other scenario issues, for example locale not working with render texts after loading the game from savefile, and similar. According to https://forums.factorio.com/84696 that should be fixed. If that is not the case, please make another bug report. My bad, c...
by Hanakocz
Fri Oct 30, 2020 4:07 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Replies: 14
Views: 8048

Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner

Stupid question: How is this old scrap metal different from the new scrap metal "Ship wreck small" that was added in 1.0.0? The new stuff looks so much better anyways. Old scrap: 9 graphic variants, it is one SIMPLE ENTITY (so no force, basically on par with trees and rocks, actually also...
by Hanakocz
Wed Oct 28, 2020 5:24 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Replies: 14
Views: 8048

Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner

Hello, I found out this silently planned change quite late (with the upcoming changes post https://forums.factorio.com/viewtopic.php?p=518171#p518171), but hopefully still not late enough. Can you please not remove this entity? It is used in hundreds of custom maps, as it is the only entity from wre...
by Hanakocz
Fri Oct 09, 2020 1:28 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 52401

Re: Friday Facts #361 - Train stop limit, Tips and tricks

I hope we will get access to create new tips even just on scenario settings (so without hard mods), so we can potentially move all map explanations into it. I get the idea that new prototypes aren't scenario thing, but at least some basic stuff to be there would be lovely. If we can make new categor...
by Hanakocz
Wed Jul 29, 2020 5:03 pm
Forum: Resolved Problems and Bugs
Topic: Game sounds are uncomfortable and obscure
Replies: 20
Views: 4887

Re: Game sounds are uncomfortable and obscure

My biggest issue is LASER sounds. They just tear my eyes to pieces. The biggest problem is that once you have power armor and personal lasers, they are basically present nonstop, especially with specific scenarios aimed for combat mainly. It would be great if we at least could disable specific sound...
by Hanakocz
Mon Jul 20, 2020 8:50 pm
Forum: Modding interface requests
Topic: Event request: on_pre_player_spilled_items
Replies: 2
Views: 542

Re: Event request: on_pre_player_spilled_items

Well, okay, maybe I did overstated it a bit, but certainly it caused big lag issues, once people noticed it can shut the server down, they use it fairly often, and cannot really be solved without interrupting the game itself (for example disabling cancellations of crafting or such). As our scenarios...
by Hanakocz
Mon Jul 20, 2020 7:40 pm
Forum: Modding interface requests
Topic: Event request: on_pre_player_spilled_items
Replies: 2
Views: 542

Event request: on_pre_player_spilled_items

Heya, recently, we got huge problems on public servers, where people intentionally crash servers by exploiting the inefficiency of surface.spill_item_stack() function. They mainly do it by using crafting queue, they basically fill their queue by thousands of items, then cancel whole queue at once an...

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