In 1.1.1 the logistics expand when i put a request anywhere in the last row except in the first cell
Search found 1352 matches
- Fri Nov 27, 2020 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
- Replies: 7
- Views: 3794
- Thu Nov 26, 2020 3:36 pm
- Forum: Duplicates
- Topic: [1.1.1] When entering editor mode, the player armor/pistol gui is changing position to it's 1.0 position on the right
- Replies: 2
- Views: 750
Re: [1.1.1] When entering editor mode, the player armor/pistol gui is changing position to it's 1.0 position on the righ
I think that is intended, since the editor gui can get quite tall and is on the left by default
- Wed Nov 25, 2020 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
- Replies: 6
- Views: 3321
Re: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
Should be fixed in Version: 1.1.2 I was just messing around with spidertron logistics and on 1.1 it's the same behavior: get in a spidertron, open the gui, switch to logistics tab /c game.player.vehicle.set_vehicle_logistic_slot(45,{name="wooden-chest",min=50}) no gui update, close, open ...
- Wed Nov 25, 2020 8:06 am
- Forum: Not a bug
- Topic: Bizarre graphical problem (1.1)
- Replies: 4
- Views: 969
Re: Bizarre graphical problem (1.1)
But it looks really weird in the screenshots, looks different (and better/correct) on mine
Edit: Never mind, opening the images in a new tab fixed it..
Edit: Never mind, opening the images in a new tab fixed it..
- Tue Nov 24, 2020 11:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
- Replies: 6
- Views: 3321
Re: [1.1.0] adding logistic requests by set_personal_logistic_slot() seems not to update the GUI correctly if GUI is ope
sidenote: adding a (single) request to the first slot of that row does not extend the slots either if no other slot in that row is configured: That is also the case when you do it manually via the gui. So far i assumed it is intentional (for whatever reason) Regarding to set_personal_logistic_slot:...
- Tue Nov 24, 2020 10:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
- Replies: 5
- Views: 3121
Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Reproduction: It seems very circumstancial but this is pretty consistent... load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it import the bp string open it remove the right belt confirm the fo...
- Tue Nov 24, 2020 9:08 pm
- Forum: Modding help
- Topic: player.character_logistic_slot_count
- Replies: 2
- Views: 1137
Re: player.character_logistic_slot_count
Yes, it now is called https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.request_slot_count player.character.request_slot_count And the value is the highest slot that is actually set to something. Writing to it isn't necessary anymore, since LuaPlayer.set_personal_logistic_slot() extends t...
- Tue Nov 24, 2020 7:46 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Crash using LuaGuiElement.bring_to_front()
- Replies: 1
- Views: 1531
[1.1.0] Crash using LuaGuiElement.bring_to_front()
Calling LuaGuiElement.brong_to_front() during on_configuration_changed yauses a hard crash. To reproduce: - add the 2 attached mods - load the attached save (it didn't have the mod previously, but has all techs researched via cheat) Starting a new save with the mod and then using cheat and opening t...
- Sat Nov 21, 2020 11:01 pm
- Forum: Modding help
- Topic: How to revive ghosts from a blueprint
- Replies: 2
- Views: 1096
Re: How to revive ghosts from a blueprint
Try removing the brackets around k,v When i try it with brackets in the Factorio console i get an error. Seems like the mod you're editing does that function in a pcall and gives no information when an error occurs. As for searching the API, if i don't know what a function belongs to i go to https:/...
- Thu Nov 12, 2020 3:34 pm
- Forum: Not a bug
- Topic: [1.0.0] Numeric only textfields allow character movement when using WASD
- Replies: 3
- Views: 968
[1.0.0] Numeric only textfields allow character movement when using WASD
Clicking in a numeric only textfield (e.g. setting the request/trash amount in the character gui) and then typing any of the movement keys (or in fact any key that has a game control linked) executes that movement. For unbound keys the input is ignored (as expected) To reproduce: - Add item to logis...
- Sun Nov 01, 2020 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0]LuaControl.set_personal_logistic_slot strange behavior
- Replies: 1
- Views: 553
[1.0.0]LuaControl.set_personal_logistic_slot strange behavior
LuaControl.set_personal_logistic_slot is behaving kind of strange/unexpected: It seems like it only returns true and updates the UI when min and max are different to the value that was set previously. If only min changes, then it returns false, but the value is set anyways without updating the UI If...
- Sat Oct 17, 2020 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Crash with /c game.player.opened = defines.gui_type.blueprint_library
- Replies: 1
- Views: 2405
[Rseding91] [1.0.0] Crash with /c game.player.opened = defines.gui_type.blueprint_library
Factorio crashes hard with " Error CommonActionHandler.cpp:1296 : Unknown enum value: 9" when using
The other gui types from the top right buttons work as expected (production, bonus, tutorials, trains and achievements)
Code: Select all
/c game.player.opened = defines.gui_type.blueprint_library
- Mon Oct 12, 2020 8:05 pm
- Forum: Modding discussion
- Topic: What is the best way to get started?
- Replies: 2
- Views: 1152
Re: What is the best way to get started?
https://discord.com/invite/factorio #mod-making is also nice if you want to discuss more in real time
- Sat Oct 03, 2020 9:12 pm
- Forum: Modding help
- Topic: [Solved] Can't write to vehicle_automatic_targeting_parameters
- Replies: 2
- Views: 575
Re: Can't write to vehicle_automatic_targeting_parameters
You have to write the entire table: local params = player.vehicle.vehicle_automatic_targeting_parameters params.auto_target_with_gunner = true player.vehicle.vehicle_automatic_targeting_parameters = params Whenever something is RW and it returns a table you have to write the whole table, even if you...
- Fri Oct 02, 2020 11:36 am
- Forum: Modding help
- Topic: Help obtaining BP string data when mentioned in chat
- Replies: 5
- Views: 1582
Re: Help obtaining BP string data when mentioned in chat
Doesn't this rely on the player posting the message while the BP is on their curser? Yes it does, and i don't think there is a way around it only working when the blueprint still is on the cursor. I haven't checked, but i suspect the rich text tag [special-item] is handled internally and not access...
- Wed Sep 30, 2020 9:02 pm
- Forum: Modding help
- Topic: [Solved] Turn event.name into actual event name?
- Replies: 3
- Views: 1194
Re: Turn event.name into actual event name?
Code: Select all
local function reverse_event(id)
for name, event_id in pairs(defines.events) do
if id == event_id then
return name
end
end
end
game.print(reverse_event(78))
- Sun Sep 27, 2020 8:55 pm
- Forum: Ideas and Requests For Mods
- Topic: Red-green colourblind issues - help!
- Replies: 4
- Views: 1342
Re: Red-green colourblind issues - help!
I just created this mod for your boyfriend, hope it helps: https://mods.factorio.com/mod/colorblind_adv_circuit By default it turns the red circuit into more of a dark-purple circuit. You can adjust the color in the mod settings, using a hex color to change it. It won't look exactly the same inside ...
- Mon Sep 21, 2020 8:38 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0]Missing instruction tooltip in quickbar for selection tool
- Replies: 1
- Views: 2489
[1.0.0]Missing instruction tooltip in quickbar for selection tool
Having a selection tool with the "mod-openable" flag in your quickbar doesn't show the "Right-click" to open tooltip (like the deconstruction planner) tt_bug.png It shows up in the inventory though: Screenshot from 2020-09-21 10-31-27.png Item definition: { type = "selection...
- Wed Apr 15, 2020 8:21 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129511
Re: [0.12] Bugs, crashes & other issues
I think so yes. But i also think i might have a few lines of code that should try to eliminate rails if they are connected to another rail that has a signal?
Not sure anymore, except that if you use only 1 piece of rail per lane everything should always work.
Not sure anymore, except that if you use only 1 piece of rail per lane everything should always work.
- Wed Apr 15, 2020 7:53 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84612
Re: [0.17]AutoTrash 4.1.5
Hmm, yeah. That's kind of a bug, but then again not, since the feature to export to BP is/was mainly for debugging the export feature :D The created blueprint uses the combinators positions to determine whether something is a request or trash config. Saving the blueprint manually messes with those p...