Related thread: https://forums.factorio.com/viewtopic.php?f=23&t=87600
A bug arises if a slider is set to be from discrete values, set to a min, min + 1 range, and then set again to a larger min/max.
The initial "Not a bug" behavior seems sensible, but the new bug is that setting it back to ...
Search found 1045 matches
- Sat Jan 11, 2025 12:56 am
- Forum: Bug Reports
- Topic: [2.0.28] discrete steps on a modded slider don't re-gain control
- Replies: 0
- Views: 209
- Sat Dec 21, 2024 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 22
- Views: 12711
Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
I keep coming back to "where's the barrier" when pushing a blueprint from game state into a library?
On the Lua side:
1) we get events for what was blueprinted
2) those things can have data attached, modified, removed, etc.
And this is critical:
3) A script inventory can be created
4) The blueprint ...
On the Lua side:
1) we get events for what was blueprinted
2) those things can have data attached, modified, removed, etc.
And this is critical:
3) A script inventory can be created
4) The blueprint ...
- Sat Dec 07, 2024 7:48 am
- Forum: Pending
- Topic: closing the modified gui of a combinator plays no sound
- Replies: 2
- Views: 288
Re: closing the modified gui of a combinator plays no sound
Is it possible you're not noticing because the gui is closed during your explicit overwrite? I would expect writing player.opened = something else would play the close sound then, as that would be when the entity gui is closed. And that destroying a LuaGuiElement or a LuaEntity would not play a ...
- Sat Dec 07, 2024 6:01 am
- Forum: Ideas and Suggestions
- Topic: Start increasing evolution factor later
- Replies: 11
- Views: 1325
Re: Start increasing evolution factor later
I'm not sure if I like this specific suggestion, but I do agree Gleba can lead to a "no-win" game, if you're not prepared. Even with my friend and I, one of us was on Fulgora orchestrating tesla turrets to be sent off to Gleba, and we were on the border of sustainability for a while. Artillery seems ...
- Sat Nov 23, 2024 7:56 am
- Forum: Duplicates
- Topic: [2.0.20] Flamethrower turrets do not return oil
- Replies: 2
- Views: 335
Re: [2.0.20] Flamethrower turrets do not return oil
The nature of this bug would relate to flame turrets having "twice" the oil they show. There's a fluidbox capacity, and the internal ammo capacity.
- Sat Nov 16, 2024 7:46 pm
- Forum: Modding help
- Topic: Change storage variable from game
- Replies: 4
- Views: 602
Re: Change storage variable from game
/c __mod-name is Lua code executed in the mods environment. Changing a mods global storage in a command would be executed as being within the mod itself, as if ran during on_configuration_changed or in a new command e.g. .
/c
storage.value = "x"
/c
game.print(storage.value)
There is one ...
/c
storage.value = "x"
/c
game.print(storage.value)
There is one ...
- Sat Nov 16, 2024 7:06 pm
- Forum: Not a bug
- Topic: [2.0.15] swaping oretype under a placed miner result into empty miner
- Replies: 2
- Views: 354
Re: [2.0.15] swaping oretype under a placed miner result into empty miner
In the mod, the author can look for miners (though they have different reach), and do "update_connections()" https://lua-api.factorio.com/latest/classes/LuaEntity.html#update_connections
Quoting:
update_connections()
Reconnect loader, beacon, cliff and mining drill connections to entities that ...
Quoting:
update_connections()
Reconnect loader, beacon, cliff and mining drill connections to entities that ...
- Sat Nov 16, 2024 6:43 pm
- Forum: Duplicates
- Topic: [2.0.15] Desync while placing elevated Rails / Ramp
- Replies: 2
- Views: 427
Re: [2.0.15] Desync while placing elevated Rails / Ramp
I do not see the desync report?
- Wed Nov 13, 2024 12:35 am
- Forum: Not a bug
- Topic: [2.0.13] Is "You Are Doing It Right" calculated properly in multiplayer?
- Replies: 2
- Views: 424
Re: [2.0.13] Is "You Are Doing It Right" calculated properly in multiplayer?
I guess that makes sense, if it's only a global counter, not per-player counters. From my view, the "you" gives the impression it's well, you, the singular. Not everyone.
- Sat Nov 02, 2024 3:00 am
- Forum: Not a bug
- Topic: [2.0.13] Is "You Are Doing It Right" calculated properly in multiplayer?
- Replies: 2
- Views: 424
[2.0.13] Is "You Are Doing It Right" calculated properly in multiplayer?
I hate to ask in a vary nebulous way, but I had this issue years ago, and only now am playing multiplayer again, and it seems something is amiss.
robots.png
What I expected:
Buildings placed to be the entities I have placed
What is happening:
I'm currently right around the 24 hour mark into a ...
robots.png
What I expected:
Buildings placed to be the entities I have placed
What is happening:
I'm currently right around the 24 hour mark into a ...
- Sat Oct 26, 2024 8:14 pm
- Forum: Resolved Requests
- Topic: [2.0.11] small icon requirement for shortcuts
- Replies: 1
- Views: 283
[2.0.11] small icon requirement for shortcuts
One of the small_icon variants is required now, which isn't noted anywhere.
- Sun Oct 20, 2024 9:54 pm
- Forum: Resolved Requests
- Topic: [1.1.110] game.server_save() is under-defined
- Replies: 1
- Views: 299
[1.1.110] game.server_save() is under-defined
https://lua-api.factorio.com/1.1.110/classes/LuaGameScript.html#server_save
server_save(name?)
Instruct the server to save the map. Only actually saves when in multiplayer.
Parameters
name :: string?
Save file name. If not specified, the currently running save is overwritten.
What happens if ...
server_save(name?)
Instruct the server to save the map. Only actually saves when in multiplayer.
Parameters
name :: string?
Save file name. If not specified, the currently running save is overwritten.
What happens if ...
- Tue Aug 20, 2024 1:16 am
- Forum: Not a bug
- Topic: [1.1.110] Input fluid polluting output fluid box of furnace
- Replies: 4
- Views: 693
Re: [1.1.110] Input fluid polluting output fluid box of furnace
From having played with EI some time ago, i do remember the insulated pipes, it was also necessary to keep liquid oxygen under the liquid form. It is on purpose that the mod author made it this way, "insulated pipes" keep things cold from what i remember. I remember there was a sticky post or ...
- Tue Aug 20, 2024 12:37 am
- Forum: Not a bug
- Topic: [1.1.110] Input fluid polluting output fluid box of furnace
- Replies: 4
- Views: 693
Re: [1.1.110] Input fluid polluting output fluid box of furnace
I didn't think viewtopic.php?f=11&t=104036 was related, but it appears to be.
- Tue Aug 20, 2024 12:23 am
- Forum: Not a bug
- Topic: [1.1.110] Input fluid polluting output fluid box of furnace
- Replies: 4
- Views: 693
Re: [1.1.110] Input fluid polluting output fluid box of furnace
Checking the Exotic Industries discussion, apparently it's solved by using "Insulated pipes" but without indication of where a logic appears to go wonky, I still feel this is a bug.
- Tue Aug 20, 2024 12:20 am
- Forum: Not a bug
- Topic: [1.1.110] Input fluid polluting output fluid box of furnace
- Replies: 4
- Views: 693
[1.1.110] Input fluid polluting output fluid box of furnace
Exotic Industries is the only mod needed to produce the following bug, and a saved file is included.
What: I was trying to craft "liquid nitrogen" of the game, which takes "nitrogen" and outputs "liquid nitrogen" through a furnace.
Reproduction:
1) Place the expected entity: "Air filter" assembler ...
What: I was trying to craft "liquid nitrogen" of the game, which takes "nitrogen" and outputs "liquid nitrogen" through a furnace.
Reproduction:
1) Place the expected entity: "Air filter" assembler ...
- Thu Aug 01, 2024 10:17 pm
- Forum: Resolved Requests
- Topic: Use of "true" in prototype examples
- Replies: 1
- Views: 400
Use of "true" in prototype examples
Came across a boolean prototype property, where the example uses "true", when true is preferred (and might be enforced boolean later?)
I request that these be changed to just true in examples, because using the "right type" makes the modding simpler.
https://lua-api.factorio.com/1.1.109 ...
I request that these be changed to just true in examples, because using the "right type" makes the modding simpler.
https://lua-api.factorio.com/1.1.109 ...
- Tue Jun 04, 2024 3:11 am
- Forum: Modding interface requests
- Topic: Exclude entity from mining productivity
- Replies: 11
- Views: 2138
Re: Exclude entity from mining productivity
Why not:
base_productivity
Type: float
Default: 0
Productivity bonus that this machine always has. Values below 0 are allowed, however the sum of the resulting effect together with modules and research is limited to be at least 0%, see Types/Effect#productivity.
?
It's a sloppy, but giving it ...
base_productivity
Type: float
Default: 0
Productivity bonus that this machine always has. Values below 0 are allowed, however the sum of the resulting effect together with modules and research is limited to be at least 0%, see Types/Effect#productivity.
?
It's a sloppy, but giving it ...
- Tue May 21, 2024 11:32 pm
- Forum: Resolved Requests
- Topic: For a repair tool, speed is undocumented
- Replies: 4
- Views: 918
Re: For a repair tool, speed is undocumented
I see, there is something under speed for the control phase. I don't think that description is very helpful.
- Mon May 20, 2024 3:36 am
- Forum: Resolved Requests
- Topic: For a repair tool, speed is undocumented
- Replies: 4
- Views: 918
For a repair tool, speed is undocumented
https://lua-api.factorio.com/latest/pro ... otype.html
e.g.:
Unless I'm mistaken.
Code: Select all
speed
Type: float
Code: Select all
Defaults to 1.
The health repaired, per durability use (tick of repair tool use).