Search found 1033 matches

by Honktown
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: 286

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 pos...
by Honktown
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: 286

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.
by Honktown
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: 286

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.
by Honktown
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: 286

[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 en...
by Honktown
Thu Aug 01, 2024 10:17 pm
Forum: Resolved Requests
Topic: Use of "true" in prototype examples
Replies: 1
Views: 216

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/...
by Honktown
Tue Jun 04, 2024 3:11 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 10
Views: 1384

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 -37.26...
by Honktown
Tue May 21, 2024 11:32 pm
Forum: Resolved Requests
Topic: For a repair tool, speed is undocumented
Replies: 4
Views: 602

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.
by Honktown
Mon May 20, 2024 3:36 am
Forum: Resolved Requests
Topic: For a repair tool, speed is undocumented
Replies: 4
Views: 602

For a repair tool, speed is undocumented

https://lua-api.factorio.com/latest/pro ... otype.html

Code: Select all

speed

Type: float
e.g.:

Code: Select all

Defaults to 1.
The health repaired, per durability use (tick of repair tool use).
Unless I'm mistaken.
by Honktown
Fri Apr 26, 2024 12:17 am
Forum: Modding interface requests
Topic: Allow more than one filter on fluid_boxes
Replies: 2
Views: 477

Re: Allow more than one filter on fluid_boxes

I had a reverse-form of the idea that works like "fluid categories" (I hadn't seen that one or I would've replied to it!) : https://forums.factorio.com/viewtopic.php?f=28&t=109467 Rather than restrict the fluids in the pipes, restrict the pipe connections . In my mind it seems a lot mo...
by Honktown
Wed Feb 28, 2024 2:35 am
Forum: Pending
Topic: [1.1.104] odd graphic glitch with offsource pump
Replies: 2
Views: 495

Re: [1.1.104] odd graphic glitch with offsource pump

Here's also the first bit of my log with hardware (and legacy'd windows 7) After checking the map size again, it's happening at lower sizes... 512x512 exactly. Sometimes it would double-blink (a single double-blink) when increasing the map dimensions while beneath the "threshold", but not ...
by Honktown
Wed Feb 28, 2024 2:31 am
Forum: Pending
Topic: [1.1.104] odd graphic glitch with offsource pump
Replies: 2
Views: 495

[1.1.104] odd graphic glitch with offsource pump

Two images: other_frames.jpg extra_shadow.jpg I thought I was having an odd issue of the *second* image being a bug, but after placing more offshore pumps, it seems the first was the error, and the second is what I'm supposed to be seeing. 2024-02-27 20-49-18.mp4 A save file: weird_only_base.zip I w...
by Honktown
Wed Feb 07, 2024 12:35 am
Forum: Resolved Requests
Topic: About writing nil, explicitly, in "opened"
Replies: 1
Views: 388

About writing nil, explicitly, in "opened"

player.opened = nil is how to close a gui, but I believe it's not present, or at least, stated well, in the description of opened: https://lua-api.factorio.com/1.1.102/classes/LuaControl.html#opened "If this attribute is not nil, and a new GUI is written to it, the existing one will be asked to...
by Honktown
Thu Dec 14, 2023 4:56 am
Forum: Not a bug
Topic: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)
Replies: 3
Views: 802

Re: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)

Some entities cannot have their fluidbox filter set, notably fluid wagons and crafting machines. Might there be room for "updating" existing entities fluidboxes, for the kinds that can't change? As far as I'm aware, a generator doesn't make sense as something configurable at runtime... an...
by Honktown
Wed Dec 13, 2023 5:34 am
Forum: Not a bug
Topic: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)
Replies: 3
Views: 802

Re: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)

By "maybe others" I meant possibly other properties, though maybe this applies to other entities too, if they have a filtered fluidbox.
by Honktown
Wed Dec 13, 2023 5:20 am
Forum: Not a bug
Topic: [1.1.100] A generator's max_temperature isn't updated properly (and maybe others)
Replies: 3
Views: 802

[1.1.100] A generator's max_temperature isn't updated properly (and maybe others)

The default max temperature of a filtered fluidbox seems to be taken from the fluid's max temperature, except that if the max temperature is increased (changed at all?) the max temperature of the fluidbox for existing entities on the ground isn't updated. Picture of situation: fluidboxes.jpg Simple ...
by Honktown
Sun Dec 10, 2023 10:39 pm
Forum: Resolved Requests
Topic: LuaSurface.find_entity talks about "type"
Replies: 1
Views: 473

LuaSurface.find_entity talks about "type"

https://lua-api.factorio.com/1.1.100/classes/LuaSurface.html#find_entity Find an entity of the given type at the given position. ... Find an entity of the given type at the given position. This checks both the exact position and the bounding box of the entity. It should say name, as that is by what ...
by Honktown
Tue Nov 28, 2023 1:43 am
Forum: Resolved Requests
Topic: LuaGuiElement.select() uses a reserved keyword
Replies: 2
Views: 628

Re: LuaGuiElement.select() uses a reserved keyword

Example, borrowed from someone else:
caution.png
caution.png (12.2 KiB) Viewed 627 times
by Honktown
Tue Nov 28, 2023 1:35 am
Forum: Resolved Requests
Topic: LuaGuiElement.select() uses a reserved keyword
Replies: 2
Views: 628

LuaGuiElement.select() uses a reserved keyword

LuaGuiElement.select(start, end), in terms of Lua, creates an illegal identifier (end being a reserved keyword). Since it isn't actually constructed on the Lua side, this poses no issue at present in itself. It's not that big of a deal, but for tools that may translate documentation into wrappers (e...
by Honktown
Thu Nov 23, 2023 5:45 pm
Forum: Modding interface requests
Topic: a "not-beaconable" flag on assemblers, labs, drills, etc
Replies: 1
Views: 465

a "not-beaconable" flag on assemblers, labs, drills, etc

A problem has come up for modders sometimes, where they want to use special modules restricted to miners or labs. At present, mods can detect many behaviors like player insertion, bots being requested to put in modules, etc. The one case where it is incredibly difficult / almost impossible / reasona...

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