Search found 165 matches

by robot256
Sat Sep 11, 2021 5:28 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 29
Views: 1877

Re: New API Docs website

My biggest complaint is how the return type of each function is forced onto a separate line from the name and arguments list, instead of all on the same line as in the old docs. Even more than waste horizontal and vertical space, it interrupts visual scanning of the column of names. Looking for a sp...
by robot256
Sat Aug 14, 2021 3:36 pm
Forum: Assigned
Topic: [Rseding] [1.1.37] Blueprint book in library does not update active_index when removing BPs
Replies: 0
Views: 115

[Rseding] [1.1.37] Blueprint book in library does not update active_index when removing BPs

This bug was reported to me by a user of my "Space Exploration Blueprint Fix" mod. It is related to 88427 . When a blueprint book is stored in inventory and the active blueprint is deleted or picked up by the player, LuaItemStack::active_index (and the green highlighting square) is immedia...
by robot256
Sun Mar 14, 2021 2:40 pm
Forum: Modding discussion
Topic: How change settings in a mod?
Replies: 5
Views: 447

Re: How change settings in a mod?

There are a lot of unintuitive behaviors that aren't prominently advertised: - The mod settings you select in the main menu generally only affect new games. - Each save stores its own copy of the mod settings from when it was created. Changing the settings from the pause menu in-game only changes th...
by robot256
Mon Mar 01, 2021 9:00 pm
Forum: Implemented mod requests
Topic: [1.1.25] Cannot write "nil" to LuaEntity::entity_label
Replies: 2
Views: 256

Re: [1.1.25] Cannot write "nil" to LuaEntity::entity_label

Thanks and Sorry! I keep getting them mixed up.
by robot256
Mon Mar 01, 2021 8:19 pm
Forum: Implemented mod requests
Topic: [1.1.25] Cannot write "nil" to LuaEntity::entity_label
Replies: 2
Views: 256

[1.1.25] Cannot write "nil" to LuaEntity::entity_label

What happens: LuaEntity::entity_label returns nil for entities without a label and spidertrons with no label set. (makes sense) Writing an empty string "" clears the label, which is read back as nil. (makes sense) Writing any string to an entity that does not support entity_label has no e...
by robot256
Mon Mar 01, 2021 8:07 pm
Forum: Implemented mod requests
Topic: LuaEntity::backer_name Spidertron support
Replies: 1
Views: 233

Re: LuaEntity::backer_name Spidertron support

Looks like this is a duplicate and has been implemented, per viewtopic.php?p=532006#p532006

(Found this when looking to see if the original post had been updated, thanks devs!)
by robot256
Tue Jan 26, 2021 3:56 pm
Forum: Releases
Topic: Version 1.1.19
Replies: 31
Views: 18218

Re: Version 1.1.19

From the Factorio Discord, which I sympathize with: Still doesn't best this one from 1.1.14 IMO: Fixed that undo didn't work for upgrade order created by ghost overbuilding. Deconstruct, then build ghost on top, then upgrade ghost, then undo upgrade, didn't undo. Edit: I didn't even understand it p...
by robot256
Mon Dec 28, 2020 5:43 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29157

Re: [MOD 0.16 - 1.0] Realistic Electric Trains

There are some typos in his path code, not sure how it worked enough for him to release unless it only works if the original old mod is also installed? Changes I made to fix it: - In data.lua, change line 3 to mod = "Realistic_Electric_Trains_fix" - In prototypes/entity.lua, change the pat...
by robot256
Thu Dec 24, 2020 3:53 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29157

Re: [MOD 0.16 - 1.0] Realistic Electric Trains

There's a conversation in the Github page about handing it off and there might already be a handoff in the works. Go there if you want to chime in.
by robot256
Tue Dec 22, 2020 6:39 pm
Forum: Won't fix.
Topic: [1.1.6] Ghost power poles still prevent connection of new powerline
Replies: 8
Views: 910

Re: [1.1.6] Ghost power poles still prevent connection of new powerline

I've been debating between filing a report re-creating my blueprints to follow a logical manual build order - which may be the resolution for me.
Sounds like Power Grid Comb needs a button to apply it to blueprints now. Then even messily-saved blueprints could be cleaned up before use
by robot256
Tue Dec 22, 2020 4:54 pm
Forum: Duplicates
Topic: [Lou][1.1.6] Crash: ElectricPole::manageConnectionTo
Replies: 11
Views: 1083

Re: [1.1.6] Crash: ElectricPole::manageConnectionTo

There is probably a crash dump in the Factorio folder which will be needed as well, and the save file (most recent autosave). From the log, it looks like a memory access error that might be caused by a hardware problem during or after the saving process. Is this repeatable on the same computer? Can ...
by robot256
Sat Dec 12, 2020 6:29 am
Forum: Ideas and Suggestions
Topic: Make logistic requests easy to find.
Replies: 2
Views: 300

Re: Make logistic requests easy to find.

Related topics: https://forums.factorio.com/viewtopic.php?f=6&t=18993 https://forums.factorio.com/viewtopic.php?f=6&t=85677 https://forums.factorio.com/viewtopic.php?f=38&t=69094&p=420449&hilit=sort+requests#p420449 The search box does indeed apply to both inventory and logistics...
by robot256
Thu Dec 10, 2020 4:51 pm
Forum: Ideas and Suggestions
Topic: Make logistic requests easy to find.
Replies: 2
Views: 300

Re: Make logistic requests easy to find.

Plus one for this suggestion! The option to have the requests list sort or autosort the same way the inventory does would solve this and make the interfaces consistent. Now that there are an unlimited number of logistic request slots in the character, it's very easy to lose track of where (or when) ...
by robot256
Wed Dec 09, 2020 7:23 pm
Forum: Ideas and Suggestions
Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
Replies: 15
Views: 1234

Re: Allow the "Q" picker over the "Crafting" items to select a ghost

It is very annoying when you are building something and suddenly the item gets deselected because you ran out. Cursor Enhancements fixes this and possibly your other issues as well. I agree this is a great feature. I think the devs have said at one point the current behavior is needed especially fo...
by robot256
Sat Dec 05, 2020 6:37 pm
Forum: Modding discussion
Topic: learn modding
Replies: 4
Views: 481

Re: learn modding

Best place to start is the first tutorial on the Wiki: https://wiki.factorio.com/Tutorial:Modd ... al/Gangsir
by robot256
Sat Dec 05, 2020 6:25 pm
Forum: Modding help
Topic: Selection tool behavior when clicking on entities
Replies: 0
Views: 150

Selection tool behavior when clicking on entities

In the mod Vehicle Wagon 2, it used to use a capsule to select which car and wagon to load. This worked by triggering an event whenever the player clicked with capsule and reading player.selected as the entity they are hovering over. The downside is that you cannot use capsules in map view at an arb...
by robot256
Sat Dec 05, 2020 3:07 pm
Forum: Technical Help
Topic: [1.1.5] Ctrl+V does not paste blueprint string
Replies: 25
Views: 2133

Re: [1.1.5] Ctrl+V does not paste blueprint string

That's a good suggestion for the devs. It works fine for me as well so I don't know what's going on for you. When you ctrl-v and it doesn't paste, can you still type characters in the text box?
by robot256
Sat Dec 05, 2020 3:01 pm
Forum: Gameplay Help
Topic: Steam engines not consuming available steam
Replies: 2
Views: 341

Re: Steam engines not consuming available steam

Your power plant is not wired to your factory yet. Turbines only consume steam when connected machines demand it. See in you electric network statistics, the "Satisfaction" bar is full, meaning everything that IS connected has enough energy. The production bar looks empty because you are o...
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: 2133

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: Ideas and Suggestions
Topic: Add SRV Record support
Replies: 67
Views: 15772

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...

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