Search found 96 matches

by dewiniaid
Mon Dec 18, 2017 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.6] get_blueprint_entities() omits train stop names
Replies: 1
Views: 1150

[Rseding91] [0.16.6] get_blueprint_entities() omits train stop names

Probably just an oversight. When using the option to remember train stop names when creating a blueprint, blueprint.get_blueprint_entities() will not include the train stop backer_name in the output. This is particularly problematic when attempting to alter blueprints via API (e.g. Blueprint Extensi...
by dewiniaid
Mon Dec 18, 2017 12:15 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.5] Teleported pumps point at wrong rail entity.
Replies: 3
Views: 1863

Re: [wheybags] [0.16.5] Teleported pumps point at wrong rail entity.

I'll see if I can produce a minimal test case tomorrow. By "nudging" I mean: Picker Extended has a feature to move most entities by one tile at a time using the API functionality for teleporting items, e.g. this entry in the 0.16.0 changelogs: Added support to teleport train stops, rail si...
by dewiniaid
Mon Dec 18, 2017 12:41 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.5] Teleported pumps point at wrong rail entity.
Replies: 3
Views: 1863

[wheybags] [0.16.5] Teleported pumps point at wrong rail entity.

When teleporting a pump (i.e. by using PickerExtended and nudging it), the rectangle showing the portion of rail it affects is not updated. This is true even after selecting something else and then coming back and selecting the pump again. and is only fixed by removing and rebuilding the pump. https...
by dewiniaid
Sat Dec 16, 2017 10:45 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 25006

Re: Simple property requests (something that exists but has no way to read/write it)

Could we get a LuaControl.cursor_direction for reading the current orientation of the cursor? (i.e. the direction a belt/blueprint/whatnot would be placed)? I'm writing a mod that snaps a blueprint to a specific edge to make it easier to place very large blueprints. The problem is I want it the 'sna...
by dewiniaid
Fri Dec 15, 2017 9:59 pm
Forum: Minor issues
Topic: [Twinsen][0.16.3] Cannot bind to shift+numpad
Replies: 1
Views: 483

[Twinsen][0.16.3] Cannot bind to shift+numpad

While testing to see if a keybinding option for a possible mod was viable, I tried to bind something to the numpad to see what it shows as. Result: "PAD 4" (etc.) Trying to bind something to shift+numpad 4 yields "LSHIFT" instead of the expected "SHIFT + PAD 4". I haven...
by dewiniaid
Fri Dec 15, 2017 7:01 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.2] Mod changelog.txt support shows strangely.
Replies: 4
Views: 1706

Re: [0.16.2] Mod changelog.txt support shows strangely.

It's on the screen where mods are enabled, next to Toggle and Delete: https://i.imgur.com/QtK526r.png It will not show unless you have a properly formatted changelog.txt in your mod's root folder. For an example of a properly fomatted changelog.txt, look at Factorio's at installdir\data\changelog.tx...
by dewiniaid
Fri Dec 15, 2017 5:35 am
Forum: Resolved Problems and Bugs
Topic: [0.16.2]Game accepts extra comma in info.json
Replies: 7
Views: 2494

Re: [0.16.2]Game accepts extra comma in info.json

Also present in 0.15.37

I'd also appreciate it the game was strict in parsing info.json, since it can otherwise cause an hour or more of troubleshooting when trying to upload to the mod portal and wondering why it is rejected.
by dewiniaid
Fri Dec 15, 2017 12:14 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.2] Mod changelog.txt support shows strangely.
Replies: 4
Views: 1706

[wheybags] [0.16.2] Mod changelog.txt support shows strangely.

Possibly related to fixed-in-0.16.3 [16.1] Changelog "from last played" not shown on 1st attempt Using the attached changelog.txt, viewing the changelog for my mod in Factorio has inconsistent behavior. The current version of the mod is 0.1.1. When I first click "Changelog", it c...
by dewiniaid
Wed Dec 13, 2017 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [16.1] Changelog "from last played" not shown on 1st attempt
Replies: 2
Views: 1300

[16.1] Changelog "from last played" not shown on 1st attempt

I unfortunately didn't grab a screenshot while I was still able, but my first launch of 0.16.1 popped up the changelog of changes since 0.16.0 Except instead, it just said: Version: 0.0.0 None (going from memory, may be slightly off) Changing the version in the dropdown to any other version and then...
by dewiniaid
Wed Dec 13, 2017 8:13 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.0] "Invalid index 145 for Direction" w/ modded save
Replies: 3
Views: 1569

Re: [16.0] "Invalid index 145 for Direction" w/ modded save

Loewchen wrote:Post the log with the issue please.
Added to OP.
by dewiniaid
Wed Dec 13, 2017 7:31 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.0] "Invalid index 145 for Direction" w/ modded save
Replies: 3
Views: 1569

[Rseding91] [16.0] "Invalid index 145 for Direction" w/ modded save

The following saves include my mod Batteries Not Included . The 0.15 version of the save loads correctly (in Factorio 0.16) with Batteries Not Included disabled, with the usual reports of missing entities, etc. being removed from the save. The 0.16 version of the save fails to load with the error &q...
by dewiniaid
Sun Dec 10, 2017 3:50 am
Forum: Duplicates
Topic: [15.37] Mining drill accepts wrong fluid
Replies: 9
Views: 1121

Re: [15.37] Mining drill accepts wrong fluid

don't feed it the wrong fluid. not a bug . try a search next time please. I did try search, how do you think I found the possibly-related post? No need to be hostile here. Also, it may still be worthy of being called a bug if only due to the lack of consistency between mining drills and every other...
by dewiniaid
Sat Dec 09, 2017 11:02 pm
Forum: Duplicates
Topic: [15.37] Mining drill accepts wrong fluid
Replies: 9
Views: 1121

[15.37] Mining drill accepts wrong fluid

https://i.imgur.com/WzWHhON.png I accidentally connected a water line to some uranium miners. They filled with water. This is inconsistent with the behavior for refineries, chemical plants and assemblers which will only accept accept the fluid if they match a fluid required for the selected recipe ...
by dewiniaid
Wed Dec 06, 2017 6:21 am
Forum: Modding discussion
Topic: Mousewheel bindings for mods not functional?
Replies: 2
Views: 709

Re: Mousewheel bindings for mods not functional?

It seemed to be anything involving mousewheel, with any modifiers in question.
by dewiniaid
Sun Dec 03, 2017 11:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.37] Circular references on remote interface = hard crash
Replies: 7
Views: 2732

Re: [15.37] Circular references on remote interface = hard crash

Ah. And calling a mod-supplied version of that remote certainly does go 'boom', sigsegv on a corrupted doubly-linked list. Wasn't expecting lua to detect that it could shortcircuit the local call, or ... oh, I'm guessing the error's in your copyback? nevermined, y'all are busy enough :-) Yeah. The ...
by dewiniaid
Sat Dec 02, 2017 2:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.37] Circular references on remote interface = hard crash
Replies: 7
Views: 2732

Re: [15.37] Circular references on remote interface = hard crash

Sure. Disabled all mods except my own QuickItemSwap (needed for the eval functionality). Unfortunately I accidentally nuked my freshly created LTN blueprint library in the process -- oops :( https://gist.github.com/dewiniaid/7734bed7967597eed52b03e07a19be67 Looks like nothing gets logged regarding t...
by dewiniaid
Sat Dec 02, 2017 8:18 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.37] Circular references on remote interface = hard crash
Replies: 7
Views: 2732

[Rseding91] [15.37] Circular references on remote interface = hard crash

The following code in a mod will cause a hard crash (likely stack overflow) in Factorio when called from the console or from another mod function boom() local a = { b = { } } a.b.c = a return a end remote.add_interface("boom", { boom = boom }) /c remote.call("boom", "boom&qu...
by dewiniaid
Fri Dec 01, 2017 9:29 am
Forum: Mods
Topic: [MOD 0.15] Quick Item Swap
Replies: 0
Views: 419

[MOD 0.15] Quick Item Swap

Download here: https://mods.factorio.com/mods/dewiniaid/QuickItemSwap Type: Mod Name: Quick Item Swap Description: Adds hotkeys to swap the item under the cursor for a related one from your inventory. e.g. transport belts to splitters. LIcense: MIT Release: 2017-11-30 Category: Helper, Utility Quic...
by dewiniaid
Thu Nov 30, 2017 10:34 pm
Forum: Modding discussion
Topic: Mousewheel bindings for mods not functional?
Replies: 2
Views: 709

Mousewheel bindings for mods not functional?

So, for the mod I'm developing someone suggested that <modifier>+Mousewheel might make a good choice for default keybindings. I decided to try to get a feel for this myself, so I changed my bindings through the in-game UI to Alt+Mousewheel Up/Alt+Mousewheel Down and so forth. Result: None of the eve...

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