Search found 23 matches

by Gweneph
Tue Jan 16, 2024 12:06 am
Forum: Fixed for 2.0
Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
Replies: 3
Views: 442

[1.1.101][Linux] --load-scenario sets height and width to 50

starting the game with: `--load-scenario base/freeplay` Starts up a game where the map is restricted to 50 by 50. If you quit and then go to the new game menu, on the map gen settings menu the height and width fields under advanced are both set to 50. Attempting to override these 50 values with --ma...
by Gweneph
Mon Jan 15, 2024 11:36 pm
Forum: Pending
Topic: [1.1.101] Scenarios are too old to load
Replies: 4
Views: 553

Re: [1.1.101] Scenarios are too old to load

Mine load fine on 1.1.101. Are you trying to start one from the new game menu, or load an old save?
Maybe attach a log?
by Gweneph
Fri Jan 12, 2024 10:03 pm
Forum: Duplicates
Topic: [1.1.101] Furnaces don't report Output Full early enough
Replies: 2
Views: 358

Re: [1.1.101] Furnaces don't report Output Full early enough

I'm not sure which thread this should go on. So to summarize, this isn't a simple issue due to the following combining: 1. recipes of furnaces are auto-selected based on the inputs 2. when there's no input, there's no recipe 3. when there's no recipe, the furnace doesn't check to see if one craft wo...
by Gweneph
Thu Jan 11, 2024 5:02 pm
Forum: Duplicates
Topic: [1.1.101] Furnaces don't report Output Full early enough
Replies: 2
Views: 358

[1.1.101] Furnaces don't report Output Full early enough

An assembler's status will report Output Full as soon as they are full enough that inserters will not load additional ingredients into them. This makes sense and allows for easy diagnoses for why your machines aren't running. A furnace's status on the other hand, doesn't report Output Full until you...
by Gweneph
Wed Nov 08, 2023 1:46 am
Forum: Fixed for 2.0
Topic: [1.1.94] NAT punching only attempted from browse menu
Replies: 2
Views: 716

Re: [1.1.91] NAT punching only attempted from browse menu

I just got around to testing this out on a 1.1.94 Linux build with the same results:
Screenshot from 2023-11-07 20-42-19.png
Screenshot from 2023-11-07 20-42-19.png (300.8 KiB) Viewed 602 times
Again, no NAT punch requests sent until I opened up the match server GUI and selected the game from there.
by Gweneph
Sun Oct 29, 2023 11:26 pm
Forum: Modding help
Topic: Checking for non-existant localization
Replies: 4
Views: 1149

Re: Checking for non-existant localization

Old post, but it still shows up in the google search results and there's now a solution: if the key is a question mark ("?"), then the first valid parameter will be used. A parameter can be invalid if its name doesn't match any string template. If no parameters are valid, the last one is r...
by Gweneph
Sun Oct 29, 2023 11:16 pm
Forum: Modding help
Topic: Any way to programatically generate localised names?
Replies: 5
Views: 900

Re: Any way to programatically generate localised names?

I'm pretty confused by this advise. AFAIK the __MAGIC__ notations only work for the localisation cfg file as well as apparently the console (but not in the way I was expecting.) Here's a few things I tried: In data.lua data.raw.furnace['stone-furnace'].localised_name = "Lol __ENTITY__electric-f...
by Gweneph
Sun Oct 29, 2023 10:00 pm
Forum: Modding help
Topic: Multiplayer testing by myself
Replies: 7
Views: 798

Re: Multiplayer testing by myself

In case you haven't gotten this working yet, you don't even need two separate installations, they can use the same installation, you just need two "write directories" and two config files (I usually put the config files in the usual ./config/config.ini location within the write directory) ...
by Gweneph
Sun Oct 29, 2023 1:15 pm
Forum: Fixed for 2.0
Topic: [1.1.94] NAT punching only attempted from browse menu
Replies: 2
Views: 716

[1.1.94] NAT punching only attempted from browse menu

When attempting to re-join a server, NAT Punching is not attempted. After taking a nice lunch break from a multiplayer game that's hosted behind an NAT, you'll find that it won't connect when you try to re-join. However, if you browse to the same game and join from the browse public menu, it joins u...
by Gweneph
Fri Aug 12, 2022 4:14 pm
Forum: Fixed for 2.0
Topic: [1.1.65] support_bar()=true despite enable_inventory_bar = false
Replies: 1
Views: 964

[1.1.65] support_bar()=true despite enable_inventory_bar = false

Inventories whose entity prototypes were defined with enable_inventory_bar = false like the spaceship wreckage still support the bar in lua. /c game.player.selected.get_inventory(defines.inventory.chest).set_bar(1) will block all slots /c game.print(game.player.selected.get_inventory(defines.invento...
by Gweneph
Sat Jul 30, 2022 2:39 am
Forum: Modding interface requests
Topic: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use
Replies: 3
Views: 1409

Re: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use

I have this same issue, and I really like the resolution of modifying get_prototype to get_prototypes which would return the table of fluidbox_protptypes that are connected to the fluidbox.
by Gweneph
Sun Jul 24, 2022 10:50 am
Forum: Modding help
Topic: supports_direction on prototypes returning true unintuitively
Replies: 2
Views: 790

Re: supports_direction on prototypes returning true unintuitively

Thanks for the reply. I was originally asking because it seemed like the prototypes that supported rotation but whose entities didn't wouldn't change the player's build rotation direction when rotated in hand. However, upon further testing they do indeed affect the player's build rotation, so all is...
by Gweneph
Thu Jul 14, 2022 4:48 pm
Forum: Modding help
Topic: supports_direction on prototypes returning true unintuitively
Replies: 2
Views: 790

supports_direction on prototypes returning true unintuitively

Stone furnace entities don't support direction: /c game.player.print(game.player.selected.supports_direction) Returns False. However, the stone furnace prototype does support direction: /c game.player.print(game.player.selected.prototype.supports_direction) returns True. This seems to be the case fo...
by Gweneph
Sun Jul 03, 2022 2:23 am
Forum: Modding help
Topic: LuaTransportLine vs internal transport line
Replies: 0
Views: 529

LuaTransportLine vs internal transport line

I've been playing around with LuaTransportLines and it seems like every function only is dealing with the segment of internal transport line that is passing through the owner entity. Except for output_lines and input_lines where these seem to reference the LuaTranportLine whose owner is the entity w...
by Gweneph
Wed Jun 15, 2022 12:30 am
Forum: Modding interface requests
Topic: Direction information of the player cursor
Replies: 1
Views: 825

Direction information of the player cursor

I'm trying to read and/or write the direction of the cursor (for building an entity) but I haven't found any api to do so. I thought I might have a clever workaround by pipetting an entity that has the desired orientation with LuaPlayer.pipette_entity, but unfortunately, the direction is not taken f...
by Gweneph
Sun Jun 12, 2022 9:13 pm
Forum: Modding help
Topic: Electric Network Statistics returning empty Dictionaries
Replies: 14
Views: 3427

Re: Electric Network Statistics returning empty Dictionaries

I have the same issue in vanilla. Maybe we need to initialize something? Here's a one liner that I ran on a map with just a solar panel, small electric pole, and radar. /c game.player.print(#game.player.surface.find_entities_filtered{name="small-electric-pole"}[1].electric_network_statisti...
by Gweneph
Thu Jan 13, 2022 6:52 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.50] /config GUI whitelist editor edits local whitelist not server's
Replies: 1
Views: 1927

[1.1.50] /config GUI whitelist editor edits local whitelist not server's

1. What I did: I joined a game hosted on a linux headless server from a windows client. I got the current server whitelist with /whitelist get . I opened the server configuration gui using the /config command from the console. I opened the whitelist editor. I found a list of player names that did no...
by Gweneph
Mon Jul 05, 2021 1:01 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan[1.1.35] EULA ’
Replies: 1
Views: 2112

[Klonan[1.1.35] EULA ’

In the EULA, there's the HTML escape sequence ’ being displayed in game: - If you contact us with a question or a request, we can process your e-mail address and other personal data you decide to provide us with. Please be careful mind your privacy and do not include unnecessary sensitive ...
by Gweneph
Thu Sep 17, 2020 2:25 am
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16035

Re: Suggestion to change Whitelist/Blacklist terms

[...] miscommunication is common, and that a certain level of (at least attempt at) civility should be assumed by default. [...] I totally agree with this. I 100% believe the Factorio team did not intend any racist connotations, and would give them benefit of doubt even if I wasn't already sure. I ...
by Gweneph
Wed Sep 16, 2020 4:40 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16035

Re: Suggestion to change Whitelist/Blacklist terms

Unfortunately, it's also a very problematic thing to do. [...] it will only be taken advantage of. [...] We're coming from very different places, so I'm sorry if this sounds like I'm being combative. I'm just trying to understand your perspective. I'd like to know how it would/does get taken advant...

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