Search found 137 matches
- Tue Apr 02, 2019 7:52 am
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 3691
How to make mod's action undoable?
My mod marks an entity for deconstruction, however when I hit undo, the ghost is not placed back. Is there any way I could integrate my mod with the undo functionality?
- Mon Apr 01, 2019 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4114
- Mon Apr 01, 2019 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4114
Re: [0.17.23] Performance drop when hovering over roboports in large logistic networks
Could be as simple as only picking the chests within current view area (considering position + zoom). But then, I haven't seen your codebase, so it might only sound simple
- Mon Apr 01, 2019 7:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4114
Re: [0.17.23] Performance drop when hovering over roboports in large logistic networks
I lied about the save, 125MB only - https://drive.google.com/file/d/1HcaMz3 ... PfJ329spOZ
PS all mods I have are non-intrusive so you can easily load the save without any of them.
PS all mods I have are non-intrusive so you can easily load the save without any of them.
- Mon Apr 01, 2019 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4114
Re: [0.17.23] Performance drop when hovering over roboports in large logistic networks
Attaching log file, but I don't think there is anything useful in there. The save file is about 200MB, can I post it on the forum or would you like me to put it in my google drive and share it? There is over half million chests here and over 10 thousands roboports, however the issue becomes visible ...
- Mon Apr 01, 2019 7:23 pm
- Forum: Not a bug
- Topic: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
- Replies: 7
- Views: 3081
Re: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
Good to know how you run things: Close reports as duplicates telling the OP to raise their issues on the other report. The other report is trashed and no developer responds to any comments on it. Amazing work, guys! Keep going! And now seriously - I fixed it myself, so don't bother. https://mods.fac...
- Mon Apr 01, 2019 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Performance drop when hovering over roboports in large logistic networks
- Replies: 12
- Views: 4114
[0.17.23] Performance drop when hovering over roboports in large logistic networks
Not strictly a bug, but a performance issue - not sure whether I should have posted it in technical issue. Also, it's just a frame rate drop, nothing blows up, the game is still playable, so it's a rather low priority. My game normally runs on 60 FPS without any issues. I built a couple of roboports...
- Mon Apr 01, 2019 6:54 pm
- Forum: Minor issues
- Topic: [0.17.7] keybinds for mods not holding when syncing mods with save
- Replies: 3
- Views: 939
Re: [0.17.7] keybinds for mods not holding when syncing mods with save
This behaviour is inconsistent with the mod settings which are persisted in such case.
- Mon Apr 01, 2019 6:08 pm
- Forum: Not a bug
- Topic: [0.17.23] Undo doesn't work for changes done by upgrade planner
- Replies: 4
- Views: 975
Re: [0.17.23] Undo doesn't work for changes done by upgrade planner
Don't you think that it would better fit in "minor issues" rather than "not a bug"? Or should I raise as an "idea"?
- Mon Apr 01, 2019 8:09 am
- Forum: Not a bug
- Topic: [0.17.23] Undo doesn't work for changes done by upgrade planner
- Replies: 4
- Views: 975
[0.17.23] Undo doesn't work for changes done by upgrade planner
TL;DR I have described that scenario below first, but then noticed that in simple cases it also doesn't work. Simply, using the upgrade planner cannot be undone using the "undo" shortcut. Scenario Setup: 1. Place an electric mining drill and fill it with 3 modules 2. Copy it (don't build ...
- Mon Apr 01, 2019 7:21 am
- Forum: Modding help
- Topic: How to get information about map view?
- Replies: 10
- Views: 3230
Re: How to get information about map view?
I have found a workaround for getting the position of the map. I can create a custom capsule item (just like the artillery remote) and then listen to on_player_used_capsule event, which will give me the position where user clicked (because it can be used in the map view). Slightly inconvenient, but ...
- Sat Mar 30, 2019 11:21 pm
- Forum: Minor issues
- Topic: [0.12.20]Missing belt lines from mini-map
- Replies: 10
- Views: 10354
Re: [0.12.20]Missing belt lines from mini-map
Three years forward, current version is [0.17.23] and this still happens. Any chance to have this addressed? This is really annoying early to mid-game (before the player builds double-width belts everywhere).
- Sat Mar 30, 2019 11:20 pm
- Forum: Minor issues
- Topic: [0.15.23] Crash when locking PC, logging out or switching user in windows
- Replies: 2
- Views: 1445
Re: [15.23] Crash when locking PC, logging out or switching user in windows
In [0.17.23] this doesn't happen any more. Must have been fixed somewhere along the way.
- Sat Mar 30, 2019 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.18] Multiple issues with technology tree
- Replies: 3
- Views: 2439
Re: [Oxyd] [0.17.18] Multiple issues with technology tree
Playing 0.17.23 now, I have noticed that this has slightly changed. I can no longer reproduce: 3. Background of the technologies in the list of technologies stays brighter after being clicked But to compensate for it ( :) ) I have noticed that the tier of infinite research is sometimes not showing: ...
- Sat Mar 30, 2019 5:14 pm
- Forum: Not a bug
- Topic: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
- Replies: 7
- Views: 3081
Re: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
From this, almost 2 years old, thread: https://forums.factorio.com/viewtopic.php?p=296065 Feature Request #2: When a player has just placed the last item from their inventory, the game should switch automatically to placing blueprints of that item. Perhaps this should always happen, or perhaps it sh...
- Sat Mar 30, 2019 9:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] zoom_to_world ignores all parameters
- Replies: 2
- Views: 1858
Re: [0.17.23] zoom_to_world ignores all parameters
No worries, thanks for the quick fix
- Sat Mar 30, 2019 12:47 am
- Forum: Modding help
- Topic: How to detect if item is a building and can be placed in the world?
- Replies: 2
- Views: 696
- Sat Mar 30, 2019 12:36 am
- Forum: Modding help
- Topic: How to detect if item is a building and can be placed in the world?
- Replies: 2
- Views: 696
How to detect if item is a building and can be placed in the world?
There is a handful of useful functions on LuaItemStack like is_tool, is_armor, is_blueprint. Putting aside the fact that I would have to call them all, there are no checks for capsules or wires. I could check for type and expect "item" only, but wire is an item. How can I check if an entit...
- Fri Mar 29, 2019 10:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Ghost In Hand
- Replies: 0
- Views: 331
[MOD 0.17] Ghost In Hand
When a last held item is placed (either by you or by your construction robots) normally your hand would be emptied forcing you to pick that item again. This mod changes this behaviour, so that when you run out of items, a held item is replaced with its ghost. This solves a very annoying problem, whe...
- Fri Mar 29, 2019 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] zoom_to_world ignores all parameters
- Replies: 2
- Views: 1858
[0.17.23] zoom_to_world ignores all parameters
The following command
ignores both parameters and opens zoom-to-world view at player's position and player's current zoom.
This broke in version 0.17.22 or 0.17.23. Most likely while fixing bug 68327.
Code: Select all
game.player.zoom_to_word({0, 0}, 0.5}
This broke in version 0.17.22 or 0.17.23. Most likely while fixing bug 68327.