Search found 124 matches
- Fri Jan 31, 2025 6:29 pm
- Forum: Duplicates
- Topic: Quickly spoiling, long craft time items, spoiling instantly on craft.
- Replies: 3
- Views: 1191
Re: Quickly spoiling, long craft time items, spoiling instantly on craft.
Did you test script effect spoil items? I wonder if the original is accesible.
- Fri Aug 02, 2024 6:26 pm
- Forum: Implemented mod requests
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 14
- Views: 3838
Re: Separate the 2 functions of "catalyst_amount" into 2 parameters
The whole vanilla case for the catalyst system was to allow the K process to work properly with prod. If the new params are bools, doesn't that break that intent?
Unless they are meant to be used in duplicate results entries? Aka
local res = {
{ name = "thing", amount = 5, ignore = true ...
Unless they are meant to be used in duplicate results entries? Aka
local res = {
{ name = "thing", amount = 5, ignore = true ...
- Fri Jan 12, 2024 1:13 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 99940
Re: Friday Facts #393 - Putting things on top of other things
I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game ...
- Fri Dec 29, 2023 12:37 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 22381
Re: Friday Facts #391 - 2023 recap
The ability to go to manage mods if an issue is detected is all well and good, but there is one more aspect that needs to be implemented: mod settings.
Sometimes an error in the setup can only be resolved by flipping a mod setting to some value, which if I understand the new system correctly, would ...
Sometimes an error in the setup can only be resolved by flipping a mod setting to some value, which if I understand the new system correctly, would ...
- Thu Jan 26, 2023 10:54 am
- Forum: Modding interface requests
- Topic: Chart tag using localised strings
- Replies: 5
- Views: 2489
Re: Chart tag using localised strings
If the whole thing is treated is one block, instead of text, if would act the same regardless of which language it's translated to. Internally, it would still be known as it's rich text alias.
- Sat Dec 03, 2022 1:31 pm
- Forum: Minor issues
- Topic: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
- Replies: 4
- Views: 2147
[1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
Seems like dedicated servers don't care to increase their sprite size limit when set to HR mode, while still loading the HR graphics.
See picture: loading HR graphics, yet the sprite size limit is 2048.
Screenshot_2022-11-17_070903.png
Setting the server to SR graphics allows it to load normally ...
See picture: loading HR graphics, yet the sprite size limit is 2048.
Screenshot_2022-11-17_070903.png
Setting the server to SR graphics allows it to load normally ...
- Mon Nov 14, 2022 6:03 pm
- Forum: Implemented Suggestions
- Topic: Remove Expensive Mode
- Replies: 39
- Views: 28441
Re: Remove Expensive Mode
How many mods actually take advantage of Expensive mode, anyway? I know SE doesn't, and we just have to work around it.
I know K2 implements it through mod settings, AKA similarly to how it's going to work in the future it seems.
Any others?
If it's really underused, I'm all for trimming a ...
I know K2 implements it through mod settings, AKA similarly to how it's going to work in the future it seems.
Any others?
If it's really underused, I'm all for trimming a ...
- Thu Oct 13, 2022 2:04 pm
- Forum: Releases
- Topic: Version 1.1.70
- Replies: 5
- Views: 17065
Re: Version 1.1.70
Now we just need modlists.
- Sat Aug 20, 2022 6:22 am
- Forum: Releases
- Topic: Version 1.1.66
- Replies: 8
- Views: 13317
Re: Version 1.1.66
Wait. THAT'S the sauce for that meme?
- Mon Jun 27, 2022 10:29 am
- Forum: Gameplay Help
- Topic: What happens if the train id exceeds the limit?
- Replies: 9
- Views: 4035
Re: What happens if the train id exceeds the limit?
Can you implement a check that makes sure if the id is not occupied when assigning a new ID? This should fix most of the problems... Is it performance heavy?
- Fri Jun 24, 2022 10:34 am
- Forum: Releases
- Topic: Version 1.1.61
- Replies: 9
- Views: 18690
Re: Version 1.1.61
`When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.`
Does this fix the issue with conditional require () calls breaking multiplayer?
No, it shouldn't. As I understand it, this will save a restart after you've changed startup settings ...
- Thu Jun 23, 2022 12:53 pm
- Forum: Releases
- Topic: Version 1.1.61
- Replies: 9
- Views: 18690
Re: Version 1.1.61
`When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.`
Does this fix the issue with conditional require () calls breaking multiplayer?
Does this fix the issue with conditional require () calls breaking multiplayer?
- Sat Jun 18, 2022 10:13 am
- Forum: Won't fix.
- Topic: [Rsed] When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory
- Replies: 1
- Views: 1706
[Rsed] When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory
When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory. Also, any future attempts will take a new stack from the item-with-inventory, instead of taking it out of the character inventory since it's already there.
extends_inventory_by_default ...
extends_inventory_by_default ...
- Sun Jun 12, 2022 2:28 pm
- Forum: Resolved Problems and Bugs
- Topic: Prototype explorer doesn't unpack the attack_paremeters field for the gun prototype
- Replies: 1
- Views: 2471
Prototype explorer doesn't unpack the attack_paremeters field for the gun prototype
Expected:
Actual result:
I have a bunch of mods that interact with stuff there, but I'm not sure if it should impact this in any way (also happens with a different gun that doesn't get modified by my mods).- Fri Jun 03, 2022 11:11 am
- Forum: Texture Packs
- Topic: Need icons graphics
- Replies: 4
- Views: 5826
Re: Need icons graphics
You need to edit it with an editor that supports transparent colors. There are free ones out there you can use.aklesey1 wrote: Sun Oct 11, 2020 7:27 pm I saw this images on wikipedia but i can't draw it correctly to 32 x 32
Often a picture is drawn with a white background behind it and you can't draw a transparent background
- Thu Apr 14, 2022 6:05 pm
- Forum: Modding discussion
- Topic: Licensing question about interactions between mods
- Replies: 13
- Views: 4435
Re: Licensing question about interactions between mods
Personally, I don't believe such a license is viable, but the question came up, so I want to have a semi-reliable thread to point to in case it does so again.
Hopefully a dev, or someone high up there, can pop in and give a more or less definitive answer.
Hopefully a dev, or someone high up there, can pop in and give a more or less definitive answer.
- Sun Apr 10, 2022 5:30 pm
- Forum: Modding help
- Topic: Is there any way for the data stage to effect the settings stage?
- Replies: 9
- Views: 4067
Re: Is there any way for the data stage to effect the settings stage?
For my purposes, I only need the setting's `localised_name` and/or `localised_description` to be accessible during data.
- Sun Apr 10, 2022 5:22 pm
- Forum: Modding discussion
- Topic: Licensing question about interactions between mods
- Replies: 13
- Views: 4435
Licensing question about interactions between mods
Is it possible for a mod's license to protect it's entities, recipes, items, technologies, etc, from being altered by a third party mod through factorio's data.raw table? I'm 99.9% sure that the answer is no, but someone asked a question about a mod's license possibility of reading 'the mod must not ...
- Sun Apr 10, 2022 5:19 pm
- Forum: Modding discussion
- Topic: How does tech/recipe difficulty handle the default fields?
- Replies: 2
- Views: 1552
Re: How does tech/recipe difficulty handle the default fields?
That's too bad, this means I have to record data for both states in the description.
- Sun Apr 10, 2022 4:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.35] Boiler type entities cannot eject burnt items
- Replies: 11
- Views: 8159
Re: [0.15.35] Boiler type entities cannot eject burnt items
I though it was fixed at 1.1.37?
inserters can now pull out from the main output and burnt result inventory of an entity.