Search found 607 matches

by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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"...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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...
by robot256
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...
by robot256
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...

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