Search found 92 matches

by chrisgbk
Wed Jan 31, 2018 1:02 pm
Forum: Not a bug
Topic: "Error while running on_init: Error while running event Natural_Evolution_Buildings::on_research
Replies: 17
Views: 4480

Re: "Error while running on_init: Error while running event Natural_Evolution_Buildings::on_research

That's what happens now and there's no way I can think of that would work around that issue except for mods to not do things like that in on_init. If changing things in on_init didn't fire events then mod(s) would break if they expected events to be fired. If on_init does fire events then mod(s) wo...
by chrisgbk
Sun Jan 28, 2018 3:03 am
Forum: Pending
Topic: [0.16.18] Combinator breaks stack inserter
Replies: 4
Views: 1334

Re: [0.16.18] Combinator breaks stack inserter

I'm more inclined to say the problem is in the circuitry itself; because the inserter reads hand contents in pulse mode, it's increasing the count as it picks up, which makes it think it should be disabled for one tick at the moment it picks up U-238 in certain edge cases. Not a bug in Factorio.
by chrisgbk
Fri Jan 26, 2018 1:45 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388496

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Without testing it myself, I would guess it was just a typo for >= I'm deliberately breaking forward compatability for when Mooncat resumes updates, so eventually the fix version won't be downloadable from newer versions of factorio. This means that when either I'm lazy, or the devs put out lots of...
by chrisgbk
Fri Jan 19, 2018 10:08 am
Forum: Mod portal Discussion
Topic: [HanziQ][mod portal] Drag and drop uploading tries to download your file
Replies: 2
Views: 1702

Re: [HanziQ][mod portal] Drag and drop uploading tries to download your file

This is browser-specific behavior; for example, Edge will display a no-drop icon instead of letting you drop and then trying to download the file.
by chrisgbk
Thu Jan 18, 2018 11:11 am
Forum: Duplicates
Topic: [Mod Portal] Drag and drop to upload no longer working
Replies: 4
Views: 1387

[Mod Portal] Drag and drop to upload no longer working

I got really used to dragging and dropping and it caught me off guard that this no longer works.

Workaround being, of course, to click on the upload slot to get a file selection dialog.
by chrisgbk
Mon Jan 15, 2018 3:34 am
Forum: Modding help
Topic: Mod not applied when other mods are added/removed?
Replies: 4
Views: 1805

Re: Mod not applied when other mods are added/removed?

Factorio sorts mods first by dependencies then by natural sort order accounting for case (https://en.wikipedia.org/wiki/Natural_sort_order). ... Using the mod order each mod is setup: When creating a new game, script.on_init() will be called on each mod that has a control.lua file. When loading a s...
by chrisgbk
Mon Jan 15, 2018 3:10 am
Forum: Minor issues
Topic: [Rseding91] [16.16] Mod `global` serialization bug
Replies: 3
Views: 1612

Re: [16.16] Mod `global` serialization bug

Just to add on some extra information: It appears that something goes wrong somewhere in the games save/load, and this results in global.save1 turning into a table that contains the entity instead of being a plain reference to the entity, ie: Before save/load: global.save1 = { userdata } after save/...
by chrisgbk
Thu Jan 11, 2018 10:41 pm
Forum: Modding help
Topic: [Resolved] radius visualisation
Replies: 4
Views: 1285

Re: radius visualisation

Hi, How do I adjust the radius_visualisation_picture on my custom substation? I tried adding a shift, to radius_visualisation_picture, but that did not work. https://i.imgur.com/IOwu0Dq.png ---- Large Substation { type = "electric-pole", name = "bi-large-substation", icon = &quo...
by chrisgbk
Thu Jan 11, 2018 9:11 pm
Forum: Not a bug
Topic: [0.16.16] mining prod research location in research tree
Replies: 8
Views: 2373

Re: [0.16.16] mining prod research location in research tree

I believe that the research is sorted based on research cost. Mining productivity however is not sorted correctly. Artillery and laser research cost way more. 20180111211156_1.jpg I'm pretty sure it's sorted by which science packs are required - (M)ilitary Science comes before (P)roduction Science ...
by chrisgbk
Sat Jan 06, 2018 6:07 pm
Forum: Modding help
Topic: Get entity size
Replies: 13
Views: 4143

Re: Get entity size

@chrisgbk That sounds quite useful indeed (and like a huge amount of work). There's been a few people over the years to attempt a proper sprite management tool (scale, shift, fluidbox, circuit connection point/graphic, inserter positions, rotation, etc) but as far as i know nobody ever came to a fi...
by chrisgbk
Sat Jan 06, 2018 3:42 pm
Forum: Modding help
Topic: Get entity size
Replies: 13
Views: 4143

Re: Get entity size

@chrisgbk: I doubt the center would be of any use as the fluid box specifications are most likely offsets of the position (i.e. 0,0) and not the center of an entity. And that position can't be derived from the width/height and center/center values. The position 0,0 can be calculated with a translat...
by chrisgbk
Sat Jan 06, 2018 1:14 pm
Forum: Modding help
Topic: Get entity size
Replies: 13
Views: 4143

Re: Get entity size

@chrisgbk: That's a nice and short way to do it. But i think technically there's no restriction for the box to be {left-top,right-bottom}, so you'd need to include some math.abs in case someone goes crazy and has {right-top,left-bottom} or something (this statement is wrong until proven right :P). ...
by chrisgbk
Fri Jan 05, 2018 11:42 pm
Forum: Not a bug
Topic: Logo and progress bar misalignment on loading screen
Replies: 4
Views: 1823

Re: Logo and progress bar misalignment on loading screen

The image has shadows, which aren't visible on the black background; it's actually centered as far as the image data goes. See Factorio\data\core\graphics\splash-screen-image.png.

The progress bar is a different story. But I imagine the position was chosen based on looks, not pixel alignment.
by chrisgbk
Fri Jan 05, 2018 10:18 pm
Forum: Modding help
Topic: Get entity size
Replies: 13
Views: 4143

Re: Get entity size

I need the entity size for automatically placing of pipe connections. If entity is 3x5, then it can be much easy to set right positions than with collision box like {{-1.25, -2.4}, {1.25, 2.4}} Assuming eradicator's post is correct: local tilewidth = math.floor(collision_box and (collision_box[2][1...
by chrisgbk
Fri Jan 05, 2018 9:58 pm
Forum: Modding help
Topic: need help to fix wind turbine, 90% is done.
Replies: 12
Views: 3729

Re: need help to fix wind turbine, 95% is done.

hi thanks again for the help but I still have a little problem. when I load a game with the mod it sometimes happens that my windturbine don't work and don't generate electricity. is there a possibility to reload the windturbine entity when loading a game? I think that would fix the problem that so...
by chrisgbk
Thu Jan 04, 2018 5:42 am
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 2434

Re: Access neighbour bonus of nuclear reactor

Ok, I think I get what you mean. Although the default neighbour_bonus is 1, which results in +0% efficiency (I suppose that is the state when the reactor standing alone), so I think I would have to set it to 2 to get +100%. However this has no effect. I created a test reactor prototype and I set th...
by chrisgbk
Wed Jan 03, 2018 10:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.16] Running out of VRAM with 6GB + Game deleting settings
Replies: 11
Views: 5657

Re: [0.16] Running out of VRAM with 6GB + Game Deleting Settings

I was having similar issues with substantially less mods on a GTX980, somewhere around the latest patch. I basically set everything graphics related to default to try to load but it didn't work. I eventually had to enable texture compression to be able to load. My settings never ended up deleted how...
by chrisgbk
Wed Jan 03, 2018 8:42 pm
Forum: Duplicates
Topic: [0.16.4] Sideloaded underground belt gets stuck
Replies: 6
Views: 3907

Re: [0.16.4] Sideloaded underground belt gets stuck

Most likely related to 56024 so probably fixed in 0.16.13.
by chrisgbk
Wed Jan 03, 2018 8:35 pm
Forum: Pending
Topic: 16.12 Inserter dropping on to Splitter
Replies: 4
Views: 2647

Re: 16.12 Inserter dropping on to Splitter

Fairly sure that I read somewhere that the examples with the red lights are supposed stop and that is by design. The issue seems to be about the area of the splitter that the inserter is dropping on to. Examples will stop/clog/block, or whatever you want to call it, when dropped directly from rear ...

Go to advanced search