Search found 1033 matches
- 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...
- 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.
- 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.
- 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...
- 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/...
- 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...
- 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.
- 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
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).
- 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...
- 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 ...
- 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...
- 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...
- Sun Dec 31, 2023 1:10 am
- Forum: Resolved Requests
- Topic: Fluid product probability vs item product probability
- Replies: 1
- Views: 499
Fluid product probability vs item product probability
Fluid probability is not the same as item probability description:
https://lua-api.factorio.com/1.1.101/ty ... robability
https://lua-api.factorio.com/1.1.101/ty ... robability
I assume they work the same?
https://lua-api.factorio.com/1.1.101/ty ... robability
https://lua-api.factorio.com/1.1.101/ty ... robability
I assume they work the same?
- 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...
- 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.
- 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 ...
- 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 ...
- 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:
- 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...
- 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...