Search found 607 matches
- Sat Dec 05, 2020 2:51 pm
- Forum: Technical Help
- Topic: [1.1.5] Ctrl+V does not paste blueprint string
- Replies: 25
- Views: 9845
Re: [1.1.5] Ctrl+V does not paste blueprint string
Right, the game control setting are for the blueprint selection cut/copy/paste tools, not text boxes. Have you tried alt-tabbing and pasting into Notepad right after it doesn't paste in Factorio, to make sure the text you want is really on the Windows clipboard? I am frequently frustrated by my cont...
- Sat Dec 05, 2020 2:46 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 56875
Re: Add SRV Record support
@robot256: have you seen the post date? 2017. It might be - I’m not an expert - that there where changes meanwhile. Just my usual stackoverflow habits. :) I have a question at this point: when you run two Factorio servers at one host, who or what decides which will receive which packet when the inc...
- Sat Dec 05, 2020 12:34 am
- Forum: Modding discussion
- Topic: factorio mods
- Replies: 4
- Views: 1544
Re: factorio mods
The best response I think we can give to OP is that yes, it's worth your time to learn a bit about Factorio modding. Compared to modding other games it is Extremely Easy to get started: You only need basic knowledge of Lua and a simple text editor. There are certainly a few things the developers mad...
- Fri Dec 04, 2020 5:38 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 56875
Re: Add SRV Record support
I still think this is simple port forwarding inside of a kubernetes cluster or similar or Docker can do this meanwhile itself. Nothing which needs to be part of Factorio. I don't see why anyone would learn and run an entire container cluster for this simple feature. But maybe there is another way a...
- Fri Dec 04, 2020 4:09 am
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 17084
Re: Version 1.1.4
i tried it, expecting to see it latch on physically. i was disappointed. :P I've thought about doing that for Vehicle Wagon, actually. For example, use the Spider Remote to click on a Vehicle Wagon flatbed car, and it walks over and curls up onto it. I have no idea how to animate the legs, but we c...
- Fri Dec 04, 2020 2:46 am
- Forum: Technical Help
- Topic: [1.1.4] Headless server crash on linux after upgrade
- Replies: 2
- Views: 718
Re: [1.1.4] Headless server crash on linux after upgrade
Were you attaching wires or building power poles when it crashed? That's the only thing the log file hints at. There have been a bunch of changes in the power pole wire logic lately so it might be related to them. Since this is happening on the latest version with no mods, it's worth posting a bug r...
- Fri Dec 04, 2020 2:35 am
- Forum: Modding discussion
- Topic: Wider error notice boxes?
- Replies: 6
- Views: 2366
Re: Wider error notice boxes?
I like it. Totally worth releasing IMO, to see if anyone can find a side effect and to show the devs that it works.
- Thu Dec 03, 2020 10:03 pm
- Forum: Modding help
- Topic: relative_gui_type for pumps?
- Replies: 2
- Views: 1117
Re: relative_gui_type for pumps?
Might be missing. But have you gotten any other of the relative GUIs to work? I'm trying to add a button to the Artillery Wagon GUI. It runs without error, and clearly thinks it's creating a LuaGuiElement, but I can't see it anywhere on the screen. If I change "relative" to "left"...
- Thu Dec 03, 2020 9:52 pm
- Forum: Modding discussion
- Topic: [1.1.0] Mod related changelog
- Replies: 5
- Views: 2689
Re: [1.1.0] Mod related changelog
Is there an example of how to use `player.gui.relative`? Maybe some more explanation of what each of the `defines.relative_gui_types` is used for? I'm trying to add a button to the Artillery Wagon entity gui, and so far I can't get anything to appear unless I use one of the other roots like gui.cent...
- Thu Nov 26, 2020 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack
- Replies: 21
- Views: 7387
Re: [1.1.1] Stuttering and big UPS drop when biters attack
Steinio asked about the Steelseries devices because Factorio 1.1.0 was the first version with "Steelseries Gamesense support" built in. So it would make sense that if a bug in their GameSense usage was slowing it down (perhaps trying to illuminate the kb with an alert) that it would only h...
- Wed Nov 25, 2020 1:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.7] Drag placing underground belts/pipes acts strangely
- Replies: 4
- Views: 4390
Re: [1.0.0] Drag placing underground belts/pipes acts strangely
Trying to explain the video a little better: Once you click and drag with an underground, it locks the line in which further undergrounds will be placed. However, it will not actually place them unless the cursor is located directly on that line. If your cursor drifts off the set line, you can get f...
- Tue Nov 24, 2020 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Belt performance regression
- Replies: 19
- Views: 9890
Re: [boskid][1.1.0] Belt performance regression
I mean, even though this save might be an extreme case, having one main bus with everything connected via splitters is more of a default rather than an edge case... So technically any such (common) save would have this problem as the scale grows. All I see is a new mechanic for the UPS optimizers t...
- Tue Nov 24, 2020 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Writing to LuaControl::auto_trash_filters misbehaves on Spidertron entities
- Replies: 2
- Views: 503
Re: [1.1.0] Writing to LuaControl::auto_trash_filters misbehaves on Spidertron entities
Thanks for the quick reply! Your fix works perfectly now. I was confused because I thought that was how it should work, but LuaEntity::set_request_slot() only took the minimum amount and I didn't realize the LuaControl functions were newer and took min and max together.
- Tue Nov 24, 2020 2:42 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Writing to LuaControl::auto_trash_filters misbehaves on Spidertron entities
- Replies: 2
- Views: 503
[1.1.0] Writing to LuaControl::auto_trash_filters misbehaves on Spidertron entities
What I did: Tried to save and restore logistics auto trash filters via script on a spider-vehicle that already had other logistic requests configured in random slots. What happened: Auto trash filters were saved correctly (infinite values are returned as 2^32-1), but no effect was observed when the ...
- Tue Nov 24, 2020 2:18 am
- Forum: Won't fix.
- Topic: [1.1.0] Update does not appear to be available
- Replies: 7
- Views: 2735
Re: [1.1.0] Update does not appear to be available
Ok, so I downloaded the 1.1.0 release and my game will not start in the new release. I deleted my 0.17 folder and moved the 1.1.0 into the roaming folder. Then I read that someone had to move theirs into the C: Factorio foler so I did that too. I can’t seem to get the 1.1.0 version to open. Accordi...
- Sat Nov 21, 2020 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Stack Size Virtual Value for Signals
- Replies: 8
- Views: 2078
Re: Stack Size Virtual Value for Signals
There is at least one mod that includes a stacksize combinator already: https://mods.factorio.com/mod/utility-combinators-plus The mod only provides the stack sizes in a constant combinator. You'll need to extract the right signal, convert it into an appropriate constant and then multiply/divide yo...
- Fri Oct 09, 2020 2:19 pm
- Forum: Not a bug
- Topic: [1.0.0] [Minor] Train with only one stop in schedule shows Time Passed conditions being met imediately
- Replies: 3
- Views: 797
Re: [1.0.0] [Minor] Train with only one stop in schedule shows Time Passed conditions being met imediately
Thanks for the explanation! I didn't realize there were places it treats temporary stops differently than real stops. Also, it looks like "Inactivity" conditions don't get ignored the way Time Passed conditions do in a one-stop schedule.
- Fri Oct 09, 2020 3:03 am
- Forum: Not a bug
- Topic: [1.0.0] [Minor] Train with only one stop in schedule shows Time Passed conditions being met imediately
- Replies: 3
- Views: 797
[1.0.0] [Minor] Train with only one stop in schedule shows Time Passed conditions being met imediately
This might be intended behavior, but I couldn't find it documented yet. To reproduce: Create a train, track, Train Stop #1 and Train Stop #2. Add Stop #1 to the train's schedule. Add a "Time Passed = 30 seconds" condition to Stop #1 in the schedule. Send the train to Stop #1 in automatic m...
- Wed Sep 30, 2020 2:43 am
- Forum: Ideas and Suggestions
- Topic: Rail Signals immune to fire
- Replies: 11
- Views: 3957
Re: Rail Signals immune to fire
It's not so much of a conscious decision so much as like most people my rail network is made out of blueprints, and based on just where the grid happens to lie and where the ore deposit is, some random section of rail might fall within turret range. Again, it's not that hard to work around this - y...
- Wed Sep 30, 2020 2:33 am
- Forum: Modding help
- Topic: Item Filters
- Replies: 2
- Views: 852
Re: Item Filters
https://wiki.factorio.com/Prototype/ItemWithInventory#inventory_size The item_filters property only applies to the inventory contained inside an item-with-inventory. This is a type only used for things like blueprint books and "backpacks". It serves no other purpose, and has no relation to...