Indeed I was using 0.15.3, didn't realize I had auto updates disabled
My second point still stands but this is more of a feature request than bug report
Search found 112 matches
- Thu May 04, 2017 4:06 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Can't hide custom blueprint type from creation GUI
- Replies: 2
- Views: 926
- Thu May 04, 2017 3:43 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Can't hide custom blueprint type from creation GUI
- Replies: 2
- Views: 926
[0.15] Can't hide custom blueprint type from creation GUI
I have this custom blueprint prototype which is only meant to be used once and can only be created by mod, but albeit having flags = {"hidden"}, it still shows up in the Blueprint GUI (B). I would also appreciate having the ability to stop the player from storing this type of blueprint in ...
- Tue May 02, 2017 3:19 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 383550
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
Small bugfix (fixed concatenation operator): --- a/scripts/events.lua +++ b/scripts/events.lua @@ -680,7 +680,7 @@ message = message .. ", " end local value_type = type(value) - message = message .. "[" + key + "] = " .. get_tag_value_loop_up[value_type](value) + messag...
- Mon May 01, 2017 7:55 pm
- Forum: Modding interface requests
- Topic: Tile deconstruction and blueprinting
- Replies: 4
- Views: 1514
Re: Tile deconstruction and blueprinting
For the tile related deconstruction/cancel deconstruction: that's done by checking if their exists a deconstructable tile proxy entity at that tile position. And how would you do that exactly? find_entity doesn't return them. This is what I tried: print(game.player.surface.find_entity('deconstructi...
- Mon May 01, 2017 5:50 pm
- Forum: Modding interface requests
- Topic: Tile deconstruction and blueprinting
- Replies: 4
- Views: 1514
Tile deconstruction and blueprinting
It's currently not possible to ask for the deconstruction of specific tiles (or just tiles in an area). It's also not possible to create a blueprint using LuaItemStack::create_blueprint with only tiles or to refuse to create the blueprint if only tiles are found Proposal: Add LuaTile::order_deconstr...
- Mon May 01, 2017 5:02 am
- Forum: Won't implement
- Topic: Add LuaItemStack.direction
- Replies: 3
- Views: 1635
Re: Add LuaItemStack.direction
Well, I don't see a reason why the direction couldn't be added into the game state. When on_put_item is called, the entity is not yet created and its creation can even be cancelled by, e.g, doing player.clean_cursor() This indicates that, the information that an item is being built was indeed added ...
- Mon May 01, 2017 3:06 am
- Forum: Implemented mod requests
- Topic: Don't filter ghost entities in circuit connections
- Replies: 4
- Views: 2472
Don't filter ghost entities in circuit connections
The game supports circuit connection between normal entities and ghost entities (they can be created as usual with connect_neighbour and the connections will work when the ghost entity gets built), but ghost entities are always excluded from the circuit_connected_entities/circuit_connection_definiti...
- Mon May 01, 2017 1:53 am
- Forum: Won't implement
- Topic: Add LuaItemStack.direction
- Replies: 3
- Views: 1635
Add LuaItemStack.direction
I would like having the possibility to obtain (and why not change) the direction of an entity/blueprint when it's ready to be placed by the player.
I only need it in on_put_item so adding a direction key to on_put_item event arguments would work as well, I guess it's good idea to have this too.
I only need it in on_put_item so adding a direction key to on_put_item event arguments would work as well, I guess it's good idea to have this too.
- Tue Apr 25, 2017 6:57 pm
- Forum: Implemented Suggestions
- Topic: Add join/leave/... actions in game chat output
- Replies: 16
- Views: 7075
Re: Add join/leave/... actions in game chat output
You're right, only JOIN and LEAVE were added, it looks like KICK, BAN, COMMAND and WARNING already exist in 0.14.23 (I wonder when those were first added)
- Mon Apr 24, 2017 11:51 pm
- Forum: Implemented Suggestions
- Topic: Add join/leave/... actions in game chat output
- Replies: 16
- Views: 7075
Re: Add join/leave/... actions in game chat output
I see JOIN, LEAVE, KICK, BAN, COMMAND and WARNING have been implemented in 0.15, thanks a lot! :D Are there any others? The only thing missing would be a DEATH action then this would be perfect! I also didn't see any way for mods to write stuff to the new console log, this would be a nice addition.
- Mon Apr 24, 2017 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] --create : Couldn't create lock file
- Replies: 1
- Views: 2089
[0.15.0] --create : Couldn't create lock file
When the factorio write directory doesn't exist, it fails to create the lockfile and --create doesn't work:
Code: Select all
$ mv ~/.factorio ~/.factorio.old
$ factorio --create /tmp/save.zip
0.000 Error Util.cpp:58: Couldn't create lock file /home/mickael/.factorio/.lock: No such file or directory.
- Thu Mar 23, 2017 10:38 pm
- Forum: Technical Help
- Topic: Strange behaviour of console output
- Replies: 7
- Views: 3481
Re: Strange behaviour of console output
@posila There is this interesting function in Chromium that does exactly what's needed to have a console from a GUI application and be able to redirect its output It uses AttachConsole like you said, the difference is that it does it only if there is no already open file descriptor. https://chromium...
- Thu Mar 23, 2017 7:29 pm
- Forum: Implemented Suggestions
- Topic: Add join/leave/... actions in game chat output
- Replies: 16
- Views: 7075
Re: Add join/leave/... actions in game chat output
I'd also like to mention that having the chat output in log is more important that I anticipated because currently there is NO way to record it from the Windows build because its standard output is attached to the console and can't be redirected or piped. Eg, if you run "Factorio.exe --start-se...
- Sun Jan 15, 2017 5:25 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 201365
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
I would say this is a bug in factorio, on_init should be called before any event can be delivered, here is my bug report: I submitted a bug report: https://forums.factorio.com/viewtopic.php?f=7&t=39906 A simpler workaround is to simply call initAll() before initForce() in the on_force_created ca...
- Sun Jan 15, 2017 5:13 pm
- Forum: Not a bug
- Topic: [0.14.21] on_force_created called before on_init
- Replies: 1
- Views: 1146
[0.14.21] on_force_created called before on_init
When loading the "team-production-0.4.1" scenario, the on_force_created event is fired before the on_init callback which can make mods crash because their global variables are not yet initialized
- Sun Dec 11, 2016 9:34 pm
- Forum: Implemented Suggestions
- Topic: Add join/leave/... actions in game chat output
- Replies: 16
- Views: 7075
Re: Add join/leave/... actions in game chat output
You can't infer from the logs, say, that "mickael9 joined the game" because the user name of the connecting player doesn't appear in them. This used to be possible before the MP rewrite. All we need is a log line like "mickael9 connected with peer id 1" (anything works as long as...
- Wed Sep 21, 2016 3:50 pm
- Forum: Mod and installation managers
- Topic: fac 0.9 - A command-line mod manager for Factorio 0.13+
- Replies: 2
- Views: 4808
Re: fac - A command-line mod manager for Factorio 0.13
I've made a new 0.4 release with a new make-compatible command that could be useful now that all mods made for Factorio 0.13 can't be loaded into Factorio 0.14.
See the GAME VERSION INCOMPATIBILITIES section above for more info!
See the GAME VERSION INCOMPATIBILITIES section above for more info!
- Fri Sep 16, 2016 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.16] [0.14.4] Changing controller puts bottom GUI over others
- Replies: 2
- Views: 1584
Re: [0.14.4] [Rseding91] Changing controller puts bottom GUI over others
I think the mod center GUI should be on top of the 4 side GUIs. Like this (by altitude) : Either : 3 Game center GUI (inventory) 2 Mod center GUI 1 All side GUIs (game and mod) Or 3 Mod center GUI 2 Game center GUI (inventory) 1 All side GUIs (game and mod) I honestly don't know which is better, but...
- Tue Sep 06, 2016 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.4] [Rseding91] Error in on_gui_click causes uncloseable dialog
- Replies: 7
- Views: 3380
Re: [0.14.4] Error in on_gui_click causes uncloseable dialog
Ah ok, makes sense
Congrats on your 500th post
Congrats on your 500th post
- Tue Sep 06, 2016 8:41 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 201365
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
@Nexela that won't be needed as this was integrated into the game: viewtopic.php?f=28&t=32119