Search found 58 matches
- Mon Apr 24, 2017 5:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Entity sound not restored when leaving tutorial
- Replies: 3
- Views: 2428
[0.15.0] Entity sound not restored when leaving tutorial
Version tested: 0.15.0 Standalone Steps to reproduce: Load this save https://www.dropbox.com/s/tb41dqmb63vsujr/fromtut.zip?dl=1 Start the first in-game tutorial Wait for the mining drill sounds to fade out Exit the tutorial through the escape menu Observe the drills and furnaces are silent Hitting e...
- Sat Apr 08, 2017 4:58 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Support for Color Blinds / Better Visibility ...
- Replies: 16
- Views: 13224
Re: Support for Color Blinds / Better Visibility ...
Reshade has a "Daltonize" filter with settings for Protanopia, Deuteranopia and Tritanopia. It's a game-agnostic colour adjust filter so it might not be of sufficient benefit to Factorio but it's easy enough to try to see if it's helpful to you. https://i.gyazo.com/321e8cfcb2de7e235a4da72...
- Sat Mar 18, 2017 3:21 am
- Forum: Resolved Problems and Bugs
- Topic: 0.14.22 Uncompletable commands prevent unit group collection
- Replies: 1
- Views: 2347
0.14.22 Uncompletable commands prevent unit group collection
When using script created unit groups and the members of the group are killed while carrying out a command, the number of unit groups does not appear to decrease according to show_detailed_info. This scenario recreates the issue I'm seeing - each group remains valid even after the biter is killed by...
- Wed Feb 15, 2017 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.22] No mapgen options for scenarios in MP
- Replies: 1
- Views: 943
[Rseding91] [0.14.22] No mapgen options for scenarios in MP
Starting a script only scenario (i.e. control.lua but no blueprint.dat) in single player results in getting to specify the mapgen settings. However, this option is not available when starting the game from the "Custom Scenario" option in the multiplayer menu, instead you go straight to the...
- Mon Feb 13, 2017 11:08 pm
- Forum: Implemented mod requests
- Topic: Extend signal_to_color_mapping to non-virtual signals
- Replies: 1
- Views: 736
Extend signal_to_color_mapping to non-virtual signals
If you add non-virtual signals to the signal_to_color_mapping table, e.g.: table.insert(data.raw.lamp["small-lamp"].signal_to_color_mapping, {signal="iron-ore", color={r=0,g=0.25,b=0.5,a=0.75}}) You get the following runtime error during the "Building prototypes" stage:...
- Fri Jan 27, 2017 8:26 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.14.21 Sprite GUIElement errors are fatal during early init
- Replies: 1
- Views: 791
0.14.21 Sprite GUIElement errors are fatal during early init
Version tested: 0.14.21 Summary: Unknown sprite path errors from the Sprite GUIElement when created during the on_player_created event are reported with an OS message box followed by exiting the entire game. https://i.gyazo.com/bcd919d9ebd43a6fa839906a2c01b215.png Expected: It would be preferable if...
- Thu Jan 19, 2017 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Few ideas for "Transport belt madness"
- Replies: 1
- Views: 753
Few ideas for "Transport belt madness"
First up, this is really cool (and difficult!) and I'd love to see more mini-games like this to go alongside the main freeplay game. Give the player two stacks of each available item at the start of the level. (saves some clicks) Run the levels faster by increasing game.speed, like how "Tight s...
- Thu Jan 19, 2017 3:00 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 199823
Re: Parrallel processing in games & applications
Any chance you could link some code samples showing the concepts you're talking about? I'm curious where it fits into the concepts of data parallelism and task parallelism . For example this: A clock is simply some point at which you say "I am done, here is my result", except that everythi...
- Tue Jan 17, 2017 12:55 am
- Forum: Modding interface requests
- Topic: Custom "operate" UI for Entities
- Replies: 8
- Views: 2991
Custom "operate" UI for Entities
Idea is to allow mods to define their own interfaces when a player clicks on modded entities, rather than having to clutter up the player's top level UI. Off the top of my head, something like this in data.lua: data:extend({ .... operate_ui = "my_entity_ui" }) And then define the function ...
- Tue Jan 17, 2017 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] game.get_event_handler doesn't work
- Replies: 2
- Views: 5086
Re: [0.14.21] game.get_event_handler doesn't work
Thanks, yeah, the example was just the bare minimum to do "something" with the result.
- Mon Jan 16, 2017 11:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] game.get_event_handler doesn't work
- Replies: 2
- Views: 5086
[0.14.21] game.get_event_handler doesn't work
My understanding of the documented behaviour is that this snippet should work: script.on_event(defines.events.on_tick, function() end); game.print(tostring(game.get_event_handler(defines.events.on_tick))) Instead, you get the error "Unknown custom input name: 0" thrown (the 0 comes from va...
- Sat Jan 14, 2017 8:41 pm
- Forum: Implemented Suggestions
- Topic: Console access in the map editor
- Replies: 0
- Views: 584
Console access in the map editor
The main things I'd like to do with a map editor console are: Custom scripts for tile and entity placement Setting properties of multiple entities Although I suspect it'd expand into "pretty much anything you can do with a LuaSurface". I am able to do these things indirectly by starting th...
- Sun Jan 08, 2017 8:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Enemy land mines visible on player's map
- Replies: 1
- Views: 787
[0.14.21] Enemy land mines visible on player's map
Version tested: 0.14.21 Summary: Land mines created on the "enemy" force are still visible on the map (and minimap) despite being invisible to the player's normal view. This happens with both mines set up as being enemy owned as part of a scenario or when created at runtime, such as /c gam...
- Thu Jan 05, 2017 10:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.21] Crash after map2scenario runs
- Replies: 3
- Views: 1438
[Rseding91] [0.14.21] Crash after map2scenario runs
Version tested: 0.14.21 Steam (also checked 0.14.21 Standalone) Symptom: Factorio crashes when running map2scenario on a save game created from a scenario created in the editor. Conversion appears to successfully complete despite the crash. Steps to repro: Download and unpack this scenario . Create ...
- Tue Dec 20, 2016 10:48 pm
- Forum: Modding discussion
- Topic: Faster startup (e.g. for iterating on mod code)
- Replies: 8
- Views: 6040
Re: Faster startup (e.g. for iterating on mod code)
How complete is the sprite atlas caching feature intended to be? e.g. it doesn't seem to properly cache if you enable treemips or filtering (see timing in my logs), but it seems like a useful thing for normal users to have on.
- Mon Dec 19, 2016 12:04 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 42589
Re: Little Quirks
Searched (e.g. "chain signal icon" "chain-signal icon") but didn't find anything related. The icon for the normal rail signal has two lights but the in-game object has three lights. Meanwhile the icon for the chain signal has three lights but the in-game object has one light. Thi...
- Sun Dec 18, 2016 10:05 pm
- Forum: Modding discussion
- Topic: Faster startup (e.g. for iterating on mod code)
- Replies: 8
- Views: 6040
Faster startup (e.g. for iterating on mod code)
While getting my head around the modding functionality of Factorio, I couldn't help but notice just how punishing a full restart of the game can be even with an SSD, so I had a look to see if there were any options that would speed things up (e.g. lowering texture quality etc.). I can't remember if ...
- Sun Dec 18, 2016 9:07 pm
- Forum: Modding discussion
- Topic: Prototype "inheritance"
- Replies: 0
- Views: 722
Prototype "inheritance"
I recently wanted to make a custom combinator and couldn't find a way to declare it in my data.lua without copy/pasting a bunch of values from the game's code when I only want to change the bare minimum. Furthermore, I wanted to add my new item to the existing tech tree, again without wanting to cop...