Search found 754 matches

by Honktown
Sat Jan 02, 2021 6:45 pm
Forum: Not a bug
Topic: [1.1.6] - Factorio server not getting path correctly
Replies: 4
Views: 247

Re: [1.1.6] - Factorio server not getting path correctly

Have you tried with a custom config set? -c, --config PATH config file to use Relevant bits: [path] read-data=__PATH__executable__\..\..\data write-data=__PATH__executable__\..\.. A general suggestion, if you want a directory to be used a certain way, use a script, and set working directories and us...
by Honktown
Fri Dec 18, 2020 2:46 am
Forum: Ideas and Suggestions
Topic: [1.1.6] Way to supress "Made in:" part of recipe tooltip
Replies: 3
Views: 147

Re: [1.1.6] Way to supress "Made in:" part of recipe tooltip

There are mods to suppress the minimap. https://mods.factorio.com/mod/expandtooltip Thanks, that's my mod, but it's the crafting / recipe selection tooltips that can run off the screen :P Or turn off any part of the ui with hotkeys: https://mods.factorio.com/mod/UI_Hotkeys Unfortunately I don't see...
by Honktown
Wed Dec 16, 2020 5:46 pm
Forum: Ideas and Suggestions
Topic: [1.1.6] Way to supress "Made in:" part of recipe tooltip
Replies: 3
Views: 147

[1.1.6] Way to supress "Made in:" part of recipe tooltip

When playing with mods, sometimes the list goes off the screen and I can't see further details. I can't find a setting in the interface, nor can I see a mod way to do it without breaking things.
by Honktown
Sat Dec 12, 2020 1:24 am
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 6
Views: 318

Re: Strange Downloads

I believe Mobile Factory was hit by this: https://mods.factorio.com/mod/Mobile_Factory/downloads
by Honktown
Fri Dec 04, 2020 10:12 pm
Forum: Modding help
Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
Replies: 6
Views: 286

Re: [1.1] BUG: LuaEntity.request_slot_count always read 0

I just ran into this... was never noted in the changelog D:< . There's also no read on the prototype's max slots. I wanted the "last slot" for my mod, so for now I'm going with 20 (end of default second row) unless someone has a better idea. The prototype has no max request, the number of requests ...
by Honktown
Fri Dec 04, 2020 6:56 am
Forum: Modding help
Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
Replies: 6
Views: 286

Re: [1.1] BUG: LuaEntity.request_slot_count always read 0

I just ran into this... was never noted in the changelog D:< . There's also no read on the prototype's max slots. I wanted the "last slot" for my mod, so for now I'm going with 20 (end of default second row) unless someone has a better idea.
by Honktown
Fri Nov 27, 2020 7:54 am
Forum: Resolved Problems and Bugs
Topic: [1.0] Lamps emit no pollution although show a value
Replies: 2
Views: 329

[1.0] Lamps emit no pollution although show a value

Mod: https://mods.factorio.com/mod/Yuoki Lamp: "Owner's Monument" The lamp is consuming power but emissions aren't working. There's a few unrelated "was not used" values in the log, but the emissions show in game. Can lamps have +/- emissions? { type = "lamp", name = "yi-monument1", icon_size = 32, ...
by Honktown
Sun Nov 15, 2020 9:23 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] LuaForce API set_friend() detail
Replies: 1
Views: 184

[1.0.0] LuaForce API set_friend() detail

The set_friend() documentation says the second argument is "cease_fire", which gave me the impression it influenced the cease_fire attribute. After that didn't go as expected, I noticed there was no "set_enemy" etc function. The second argument sets the "friend" status to true or false. I believe th...
by Honktown
Fri Oct 23, 2020 10:40 pm
Forum: Ideas and Suggestions
Topic: [1.0] luaplayer bonuses/modifiers aren't shown in bonuses(?) (non-vanilla)
Replies: 1
Views: 120

[1.0] luaplayer bonuses/modifiers aren't shown in bonuses(?) (non-vanilla)

A minor thing, a player can have a separate bonus to following robots (and others) than the force to which the player belongs. I don't see it in the bonuses GUI. /c game.print(game.player. character_maximum_following_robot_count_bonus) >6 bonuses.png Looks like the bonuses in the bonus gui are all f...
by Honktown
Thu Oct 22, 2020 5:10 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0] tiny memory "leak" in Wave Defense scenario
Replies: 1
Views: 569

[Klonan] [1.0] tiny memory "leak" in Wave Defense scenario

The global.wave_defense.gui_actions[player_index] table does not have elements removed when an upgrade is purchased. This leads to 8 extra values every time an upgrade is purchased. It may be from these two lines being improperly ordered, line ~1196 of wave_defense.lua: gui.clear() deregister_gui(gu...
by Honktown
Thu Oct 22, 2020 3:53 am
Forum: Ideas and Suggestions
Topic: Notice when infinite wave defense is finished
Replies: 4
Views: 242

Re: Notice when infinite wave defense is finished

I was playing WD again and noticed, launching the rocket ends the wave defense, despite infinite being true (attacks stop, upgrade gui goes away). Not sure if that is intentional or not, but it sounds like it could've been "reasonable" behavior. I'd prefer it to not be "over" when a rocket is launch...
by Honktown
Fri Oct 16, 2020 6:12 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Error during data stage, really long table passed to data:extend
Replies: 2
Views: 585

Re: [1.0.0] Error during data stage, really long table passed to data:extend

Here is a mod for it. Reproducible with base+this on my machine (Factorio 1.0 Windows website download zip version).
by Honktown
Thu Oct 15, 2020 4:30 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Error during data stage, really long table passed to data:extend
Replies: 2
Views: 585

[1.0.0] Error during data stage, really long table passed to data:extend

Apologies in advance if this was already reported/fixed (reporting for someone else). They were running code which was basically: local new_items = {} for _, item in pairs(data.raw.item) do local newitem = table.deepcopy(item) newitem.name = prefix..newitem.name table.insert(new_items, newitem) end ...
by Honktown
Sat Oct 03, 2020 7:31 am
Forum: Not a bug
Topic: [1.0.0]Updating mod deletes old versions
Replies: 5
Views: 191

Re: [1.0.0]Updating mod deletes old versions

This is not a bug – this is a suggestion. And not the best one if I may add: My .factorio/mods folder is 1.7 GB large. If the game would keep all the mods in all versions, it would totally swamp my hard disk. It not being the previous behavior is the reason I call it a bug. Lead to a nasty surprise...
by Honktown
Sat Oct 03, 2020 6:50 am
Forum: Not a bug
Topic: [1.0.0]Updating mod deletes old versions
Replies: 5
Views: 191

[1.0.0]Updating mod deletes old versions

Filing this under bug report because WOW. I updated a mod which ended up having a bug (thankfully not preventing my game from starting, but I was still made aware of it). I can't downgrade to the last version I had by deleting the newer version, nor can I select/download an old version in-game. Mods...
by Honktown
Tue Sep 29, 2020 10:09 pm
Forum: Resolved Problems and Bugs
Topic: [posila][1.0.0] numeric or decimal textfield won't take - or . as initial input when selection would make it valid input
Replies: 2
Views: 690

Re: [1.0.0] numeric or decimal textfield won't take - or . as initial input when selection would make it valid input

There is also "allow_negative = true". '-' works as expected with select all and if the cursor is moved in front, but '.' won't work if one is already present. Replacing selected numbers (if the field doesn't have '.' already), moving the cursor anywhere, or having nothing present, the '.' can be ty...
by Honktown
Mon Sep 28, 2020 9:13 pm
Forum: Ideas and Requests For Mods
Topic: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills
Replies: 6
Views: 311

Re: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills

For labs, science packs are consumed simultaneously, so some behavior can't be done without strange workarounds (research up to say 80%, then stuck until X many enemies are killed). A much, much easier thing to do would be to add a tool (what science packs are) and add it as loot to enemy kills in t...
by Honktown
Mon Sep 28, 2020 6:00 pm
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 27
Views: 1075

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

... I had an idea but it would be a mod: a little window that would take a blueprint, and then one could insert upgrade planners as a modifier (maybe more than one and even deconstruction planners). Almost a blueprint equation lol. Would you be interested in it as a mod? We could talk about this in...
by Honktown
Mon Sep 28, 2020 2:08 pm
Forum: Not a bug
Topic: [0.18.31] wrong satisfaction value in Electric network info
Replies: 3
Views: 595

Re: [0.18.31] wrong satisfaction value in Electric network info

Was playing with this a bit. It looks like electrical generators (steam engine and turbine) have a generated * 4/60 "buffer". Some of the weirdness might be related to optimizing. With no power available, the machines don't really need to report if they're working or not, so the satisfaction request...
by Honktown
Sun Sep 27, 2020 11:54 pm
Forum: Minor issues
Topic: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 9
Views: 929

Re: [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

Unless I'm mistaken, you should be using on_player_configured_blueprint. I might call it a bug that creating a new blueprint immediately sets the blueprint (the player did not confirm anything)*. I believe you are mistaken. on_player_configured_blueprint fires when the player selects Confirm in the...

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