Search found 101 matches
- Fri Nov 08, 2024 2:16 pm
- Forum: Bug Reports
- Topic: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty
- Replies: 1
- Views: 100
Re: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty
I noticed my attached map is a bit bad for reporting, because it didn't contain the Progressive Productivity mod and it had a mod not in the mod portal. So I produced a better save for the freeze reproduction. Sometimes the freeze doesn't happen on the first click on the Research button thingy. I ha...
- Fri Nov 08, 2024 1:46 pm
- Forum: Bug Reports
- Topic: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty
- Replies: 1
- Views: 100
[2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty
The mod Progressive Productivity adds a lot of technologies with CraftFluidTechnologyTriggers. While the Research Queue contains at least one technology, this works as intended. When the research queue is empty, technologies with really high, implausible crafting triggers get unlocked instantly. (Sc...
- Fri Sep 13, 2024 7:53 pm
- Forum: Modding interface requests
- Topic: Have the '__TYPE__name__' localisation syntax work for recipes and technologies
- Replies: 3
- Views: 313
Have the '__TYPE__name__' localisation syntax work for recipes and technologies
Heya, in locales you can insert the name of some other prototypes with a `__(TYPE)__(name of prototype)__` syntax, as explained in this wiki tutorial . This only seems to work with items, entities, tiles and fluids - which I guess are the types that the base game uses. And in my case it would be use...
- Thu Dec 22, 2022 1:47 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 8368
Re: [1.1+] [WIP] Sosciencity
Unfortunately I don't have time to try this mod but it looks interesting. You're welcome to take any ideas from "The Colony" concept from years ago. https://forums.factorio.com/viewtopic.php?f=33&t=39180 Having civilian building spread or pop up randomly could be an interesting buildi...
- Thu Dec 22, 2022 11:01 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 8368
Re: [1.1+] [WIP] Sosciencity
he mod Sosciencity (0.1.0) caused a non-recoverable error. Please report this error to the mod author. Error while running event sosciencity::on_nth_tick(10) __sosciencity__/classes/communication.lua:528: attempt to compare number with nil stack traceback: __sosciencity__/classes/communication.lua:...
- Sat Aug 21, 2021 7:13 pm
- Forum: Modding interface requests
- Topic: Don't show input/output-only EEIs in the opposite side of the energy statistic
- Replies: 0
- Views: 728
Don't show input/output-only EEIs in the opposite side of the energy statistic
Hello. The API allowes the creation of Electric Energy Interfaces that are only able to input or output energy. If you set the EnergySource's ElectricUsagePriority to "primary/secondary-input" the EEI can not output energy, even if you set its power_production field at runtime. Likewise if...
- Fri Aug 20, 2021 12:16 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.38] game.check_prototype_translations() doesn't check technologies
- Replies: 2
- Views: 3472
[1.1.38] game.check_prototype_translations() doesn't check technologies
Hello. The API of the LuaGameScript-function check_prototype_translations() claims that it checks technologies for missing locales. But it doesn't find my technologies that don't have a localisation. So there's a technology with an unknown name: https://i.imgur.com/B9hPVCQ.png But it doesn't appear ...
- Thu Jan 14, 2021 7:10 pm
- Forum: Modding interface requests
- Topic: index argument for LuaInventory.find_item_stack to start the search at a specific index
- Replies: 0
- Views: 721
index argument for LuaInventory.find_item_stack to start the search at a specific index
Hello best developers in the world, the LuaInventory object has a find_item_stack-function which returns the first stack and index with the given item-prototype-name. This is very useful if you need just one stack, because then you don't have to iterate all slots of the inventory and check if they c...
- Thu Aug 13, 2020 11:15 am
- Forum: Ideas and Suggestions
- Topic: Don't let module energy usage effects influence pollution
- Replies: 3
- Views: 1258
Don't let module energy usage effects influence pollution
TL;DR Remove the influence of power usage effects on a machines pollution. What? This is kind of a follow-up of this bug report that turned out to be a (imho obscure) feature. At the moment the pollution a machine produces is calculated like this: pollution = base value * (1 + sum(pollution effects...
- Thu Aug 13, 2020 8:44 am
- Forum: Not a bug
- Topic: [0.18.47] Mining drills with negative pollution effects produce more pollution instead of less
- Replies: 4
- Views: 1573
Re: [0.18.47] Mining drills with negative pollution effects produce more pollution instead of less
The problem is not the 'modifier' value in the brackets, but the 'actual' value before that. Unless I'm seriously misunderstanding how the pollution is calculated, the pollution modifiers of all effect sources are added. pollution = base value * (100% + sum(pollution modifiers)) 10/min (base value) ...
- Wed Aug 12, 2020 11:52 pm
- Forum: Not a bug
- Topic: [0.18.47] Mining drills with negative pollution effects produce more pollution instead of less
- Replies: 4
- Views: 1573
[0.18.47] Mining drills with negative pollution effects produce more pollution instead of less
Hello, a user reported a bug on my mod which seems to be caused by the base game. In the given example the miner has a base pollution of 10/min and two modules with +50% and -75% pollution. The tooltip and the pollution production statistics show that the miner actually produces 11.25/min (+12.5%) i...
- Sun Jul 19, 2020 10:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] 'tool' items are sometimes missing their durability localisation
- Replies: 1
- Views: 1966
[0.18.36] 'tool' items are sometimes missing their durability localisation
Hello when you create 'tool'-prototype items and give them custom localisations, like this: prototype.durability_description_key = "description.food-key" prototype.durability_description_value = "description.food-value" then these localisations are only shown in the item tooltip....
- Mon Feb 24, 2020 10:01 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336103
Re: pY Alien Life - Discussion
Is there way to add an infinite research path for "Green Thumb" that adds a global productivity to plant production? Same with Animal Husbandry for animal productivity? It would be similar to mining productivity. Not speed, but produce extra product. My mod py veganism has a system to mak...
- Tue Feb 11, 2020 12:49 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 8368
Re: [MOD 0.17+] [WIP] Sosciencity
Hey, I figured I should post updates sometimes to motivate myself. And because I got inspired by the fff posts. :) Because I might always feel the urge to say it I will communicate it just once: the development of the mod is going slowly, but steady. It takes quite long because the scope of the mod ...
- Mon Feb 10, 2020 4:11 pm
- Forum: Modding interface requests
- Topic: draw_as_leaves property for sprite β§ animation definitions
- Replies: 0
- Views: 682
draw_as_leaves property for sprite β§ animation definitions
Oh hey, the base game recently added a nice looking shader for the leaves of trees. So in the modding world there happen to be trees in the sprites/animations of other entities, which now stand out because their leaves don't move (or not in the same way in case one added an animation). So I wanted t...
- Wed Feb 05, 2020 7:22 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 26491
Re: pY Veganism (inofficial)
I'm not developing this mod at the moment, because pyal is in the same conceptual space and will most likely invalidate a lot of the ideas I have for pyv.
Also I'm focusing on getting Sosciencity to a playable state.
Also I'm focusing on getting Sosciencity to a playable state.
- Mon Feb 03, 2020 8:33 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 26491
Re: pY Veganism (inofficial)
Yes you can.
- Tue Jan 28, 2020 5:08 pm
- Forum: Mods
- Topic: [.13-1.1.109] Aircraft (1.8.9)
- Replies: 191
- Views: 137536
Re: [.13-.18.2] Aircraft (1.7.1)
Hey,
I would like to maintain your mod, as I used it fairly often.
I would like to maintain your mod, as I used it fairly often.
- Mon Jan 27, 2020 1:05 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 20203
Re: IR in 0.18
Less than a fortnight, and already the buzzards are circling the carrion. I wish all this shit-stirring would stay confined to Reddit and Discord where it belongs. I'm sure I will regret asking this, but I can't help me. Why are you always so angry ? The people love your mod and don't want to see i...
- Wed Jan 08, 2020 9:10 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155331
Re: [0.17] Please post bugs and balance issues here.
bobselectronics sometimes crashes on load when I have all of angels mods but not bobsplates active. Failed to load mod "bobelectronics": __bobelectronics__/data-updates.lua:10: attempt to index field 'carbon' (a nil value) stack traceback: __bobelectronics__/data-updates.lua:10: in main ch...