Search found 772 matches

by Honktown
Thu May 13, 2021 5:03 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 18
Views: 1323

Re: Small documentation improvement requests

Types/IconData (https://wiki.factorio.com/Types/IconData) does not specify what units shift works in. I am uncertain if it's in grid coordinates, where an icon ranges from [-1, 1], or where an icon ranges from [0, 1], or where an icon ranges from [0, icon_size]. Worse than all those, it's in pixels...
by Honktown
Tue May 11, 2021 1:32 pm
Forum: Modding interface requests
Topic: get/set force and player modifiers + defines
Replies: 0
Views: 47

get/set force and player modifiers + defines

For discussion / observation: 1. some other modifiers, such as turrets, have an interface get/set function 2. Force and Character bonuses/modifiers are scattered in the API with no list in the api ( Concepts#Modifier is a collection, kind of) Cons: Breaking change if existing LuaForce / LuaPlayer RW...
by Honktown
Sun May 09, 2021 10:04 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 18
Views: 1323

Re: Small documentation improvement requests

https://wiki.factorio.com/Prototype/Fluid remove pressure_to_speed_ratio from the example -> Fixed. It does not exist among the prototype keys/links. It is mentioned in the example, but in the log: 39.413 Warning PrototypeLoader.cpp:202: Value ROOT.fluid.<some-fluid-name>.pressure_to_speed_ratio wa...
by Honktown
Tue May 04, 2021 2:41 am
Forum: Modding interface requests
Topic: Background / under camera layer for rendering another surface
Replies: 6
Views: 288

Background / under camera layer for rendering another surface

The idea: A camera and background layer (via LuaRender) or a GUI camera in screen, rendered behind the current surface, which has transparent tiles (out-of-map are not transparent) Context: a scenario where there's a moving "ship" on an ocean. The scenario has the same problem the idea has...
by Honktown
Sun Apr 18, 2021 5:23 am
Forum: Modding interface requests
Topic: game-wide setting to limit how far things can spill
Replies: 3
Views: 147

Re: game-wide setting to limit how far things can spill

As I understand you it’s possible to get the game to a halt by spilling more items than fit on a limited map? Another question I have is what should happen to the items that don’t fit on the ground anymore? Used to term "block" and "busy" because the game goes to 100%, not (a po...
by Honktown
Fri Apr 16, 2021 11:32 pm
Forum: Modding interface requests
Topic: game-wide setting to limit how far things can spill
Replies: 3
Views: 147

game-wide setting to limit how far things can spill

In the context of a modded inventory size and/or crafting speed, dropped items can be very hazardous. Even without modded inventory, someone could intentionally queue up many, many crafts (think thousands of items), and then spill intentionally by dying etc. The primary example comes from scenarios ...
by Honktown
Thu Apr 15, 2021 4:55 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 18
Views: 1323

Re: Small documentation improvement requests

A small request, the list of Attack Parameters is not complete nor exhaustive: https://lua-api.factorio.com/latest/Concepts.html#AttackParameters Something like "examples of values" would've been sufficient to prevent confusion I encountered (when looking for a value). In other words, the...
by Honktown
Thu Apr 01, 2021 5:26 am
Forum: Resolved Problems and Bugs
Topic: [1.1.30] market price bug with repeated element
Replies: 1
Views: 1063

[1.1.30] market price bug with repeated element

If a market offer is made and has two of the same items (perhaps more), the result is the second item amount is shown (and is the amount taken) but the "minimum" amount to purchase and quantity of purchases is based on the first item price. If the "minimum" is not met, the offer ...
by Honktown
Fri Mar 19, 2021 2:02 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.27] trees heal when healing_per_tick is 0
Replies: 1
Views: 573

[Twinsen][1.1.27] trees heal when healing_per_tick is 0

It's a very minor issue, but it is not expected and not... counter-able in mods without knowing the actual healing per tick rate of trees (one would hope it's the same at best)
by Honktown
Thu Mar 18, 2021 1:19 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 54
Views: 8446

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

1.1 version when? This is a nice mod
by Honktown
Wed Mar 17, 2021 2:58 am
Forum: Implemented mod requests
Topic: [1.1.27] update can_place_entity to clarify newer defines in API pages
Replies: 1
Views: 188

[1.1.27] update can_place_entity to clarify newer defines in API pages

Under LuaSurface, can_place_entity has forced :: boolean (optional): If defines.build_check_type is "ghost_place" and this is true things that can be marked for deconstruction are ignored. Following the defines.build_check_type link: defines.build_check_type.script defines.build_check_type...
by Honktown
Thu Mar 11, 2021 3:23 pm
Forum: Minor issues
Topic: [1.1.27] cross-surface electric networks with solar panels produce wrong energy
Replies: 1
Views: 205

[1.1.27] cross-surface electric networks with solar panels produce wrong energy

Weird behavior: Daytime changes on either (any?) surface seems to modify the solar panel production for a cross-surface network. Steps to reproduce: 1. two surfaces, one small-electric-pole on each for simplicity 2. connect: /c local n1 = game.surfaces.nauvis local n2 = game.surfaces.nauvis2 local f...
by Honktown
Mon Mar 01, 2021 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
Replies: 3
Views: 1103

Re: [1.1.26] Laser and flamethrower turret damage may not be accurate

Regarding first case: the 100 damage per sec. for the fire-sticker is not affected by refined-flammable research. Don't know, if it is as intended. I believe it is affected, because one can go the other "direction". A scenario reduced flamethrower ammo to 1/4 (-0.75) and same with flameth...
by Honktown
Mon Mar 01, 2021 3:18 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
Replies: 3
Views: 1103

[kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate

There are two bugs: First: damage modifiers do not show an effect on some of the damage(s), but appear to actually change it when attacking enemies: flamer1.jpg Second: Laser and Flamethrower turret damage modifiers do not show at all! Prepared save, showing what appears to be normal damage in toolt...
by Honktown
Mon Mar 01, 2021 2:59 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.25] Placing a (mod) item destroys a number of items in my inventory - new bug
Replies: 1
Views: 777

[boskid][1.1.25] Placing a (mod) item destroys a number of items in my inventory - new bug

fill-storage-tanks_1.125.0.zip wat.zip same_place_result.png Same code, Factorio 1.0 version of mod that does not have the bug: fill-storage-tanks_1.0.0.zip I used /cheat to test the mod and get the items, but am placing the item(s) with my character. Save (for 1.1.25) is included as example. The i...
by Honktown
Fri Feb 26, 2021 10:21 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.25] searching Mod Settings will lock out tabs that have nothing
Replies: 1
Views: 628

[1.1.25] searching Mod Settings will lock out tabs that have nothing

Very small detail: when a search is done and cancelled, empty tabs are grayed out and un-clickable, instead of a 'tab has no settings' message. Steps: \1 have a mod with at least one tab with settings, and one empty tab \2 search something (starting tab doesn't matter) \3 unfocus the search (escape ...
by Honktown
Fri Feb 26, 2021 10:09 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.25] Changing key for confirming window does not change tooltip
Replies: 5
Views: 783

Re: [1.1.25] Changing key for confirming window does not change tooltip

The first 'issue' is not a bug. The displayed key is not updated until the game is restarted. (related to how a string is localised)
by Honktown
Fri Feb 12, 2021 8:47 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.21] Biters keep attacking after player teleports surface
Replies: 1
Views: 485

[Oxyd] [1.1.21] Biters keep attacking after player teleports surface

A biter/spitter can continue to target a player after teleporting. The biter doesn't retaliate until the player attacks "something" nearby with space (it's the invisible enemy that can receive damage) After the attack, the biter/spitter will attack and damage the player, and even follow ac...
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: 334

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: 198

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...

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