Search found 270 matches
- Sat Apr 20, 2019 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.32] Mods screen back button - incorrect number of changes to discard listed in specific use case
- Replies: 4
- Views: 2183
[Rseding91] [0.17.32] Mods screen back button - incorrect number of changes to discard listed in specific use case
In the below specific usage case when you click the Back button on the Mods screen it says that there are mod changes to be discarded, but nothing was changed and nothing is discarded if you click the "Discard Changes" button. start with a clean (0) mod Factorio game client join an MP game...
- Sun Apr 14, 2019 12:38 pm
- Forum: Not a bug
- Topic: [0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
- Replies: 3
- Views: 714
Re: [0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
thanks Klonan, you have clarified a point I had missed around the need of the entire collision mask list needing to be identical and not just having the same layer for the collision to not occur if both entities have this option flag.
- Sat Apr 13, 2019 10:40 pm
- Forum: Not a bug
- Topic: [0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
- Replies: 3
- Views: 714
[0.17.30] "not-colliding-with-itself" acts as global non colliding whitelist
In 0.17.30 the collision mask option "not-colliding-with-itself" has the behaviour of acting as a global whitelist of prototypes that don't collide with any other prototype with the flag. However the name implies that the prototype should only not collide with itself when it has this flag....
- Sat Apr 13, 2019 10:29 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
The mod portal doesn't group the change log in any way, just showing it all. The in-game view groups the changes in to tabs on the Major and I think minor version.
- Thu Apr 11, 2019 9:25 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
Hmm if date can't be duplicate does that mean somehow the "base" mod ignores the parsing? --------------------------------------------------------------------------------------------------- Version: 0.17.28 Date: 09. 04. 2019 Bugfixes: - Fixed a crash when hovering over some inventory-like...
- Mon Apr 08, 2019 10:46 pm
- Forum: Implemented mod requests
- Topic: Add a LuaForce.research_queue function
- Replies: 2
- Views: 703
Re: Add a LuaForce.research_queue function
thanks, works as expected 
- Mon Apr 08, 2019 8:40 pm
- Forum: Releases
- Topic: Version 0.17.26
- Replies: 12
- Views: 10400
- Fri Apr 05, 2019 11:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.25] Join server after sync option doesn't work if mod startup settings need syncing
- Replies: 1
- Views: 2016
[Rseding91] [0.17.25] Join server after sync option doesn't work if mod startup settings need syncing
When you join an MP server and are missing mods and those mods have non default startup settings the "join server after sync" option doesn't follow through to after the mod startup settings sync action. So at the end of the process you haven't joined the server, you're left on the main men...
- Wed Apr 03, 2019 6:04 pm
- Forum: Implemented mod requests
- Topic: Add a LuaForce.research_queue function
- Replies: 2
- Views: 703
Add a LuaForce.research_queue function
The new LuaForce.research_queue would expose read/write access to the forces current research queue as a numbered dictionary of technologies. With number 1 being the current research and counting up the queue. When read it would return LuaTechnology and when writing it would accept TechnologySpecifi...
- Sat Mar 30, 2019 12:08 am
- Forum: Ideas and Suggestions
- Topic: Other entities marked for deconstruction
- Replies: 0
- Views: 214
Other entities marked for deconstruction
At present when some player entities are marked for deconstruction they are disabled, like belts, inserters, assembly machines and walls joining up. However, turrets aren't disabled and continue to fire bullets/lasers when marked for deconstruction. Also beacons continue to give their effects and pu...
- Wed Mar 27, 2019 10:10 am
- Forum: Not a bug
- Topic: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
- Replies: 4
- Views: 637
Re: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
But the entity was built and still exists in the world. Just cause the builder is gone seems crazy for the event propagation to stop. The event still happened and the outcome is still valid despite the robot no longer existing. This is also inconsistent with other events that can have their referenc...
- Wed Mar 27, 2019 12:18 am
- Forum: Not a bug
- Topic: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
- Replies: 4
- Views: 637
[0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
When 2 mods are both subscribed to the on_robot_built_entity event and a mod destroys the construction bot that did the building later called mods never receive the event. I would expect the later mods to still receive the event, however, the referenced "robot" in the event table would be ...
- Tue Mar 26, 2019 5:49 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
Does Factorio changelog support the JSON type syntax of YAML 1.2 or the full YAML syntax?
As my understanding was that it only supported a simplified syntax that is YAML compliment.
As my understanding was that it only supported a simplified syntax that is YAML compliment.
- Tue Mar 26, 2019 2:57 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
Doing a search on the linked thread (both pages) found no reference to JSON. Hence why I asked as the format is so visually different to JSON.
- Tue Mar 26, 2019 1:16 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
Where is it said it's in JSON format?
Btw it very clearly isn't json
Btw it very clearly isn't json
- Wed Mar 20, 2019 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.16]Loading Scenario Crashs Game
- Replies: 4
- Views: 2276
Re: [0.17.16]Loading Scenario Crashs Game
There is no blueprint data in the origional scenario (attached). When you load the scenario the map generation options are shown. Although the scenario code replaces the map generation options automatically. Should add that we are not the original creators of the scenario. We were just modifying it ...
- Wed Mar 20, 2019 6:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.16]Loading Scenario Crashs Game
- Replies: 4
- Views: 2276
[0.17.16]Loading Scenario Crashs Game
Loading the attached scenario for a SP game crashes the game. The scenario has a known issue of not being MP save/load safe. I obtained the scenario by joining another player who was hosting it. On joining I got the unsafe for MP error and then tried to load the scenario locally for an SP game mysel...
- Tue Mar 19, 2019 9:54 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.15]First Technology Completed Screen
- Replies: 0
- Views: 598
[0.17.15]First Technology Completed Screen
Just trying the 0.17.15 NPE and on completing the target of 50 gears and 50 copper into a machine (with no reason given). Then this screen pops up with no previous explanation or direction about what this screen is or why I can't select anything in it. tech done.PNG Once I close it the objective upd...
- Tue Mar 12, 2019 4:21 pm
- Forum: Mods
- Topic: [MOD 0.16] Sisyphean Deliveries
- Replies: 17
- Views: 6604
Re: [MOD 0.16] Sisyphean Deliveries
Ok pushed the 0.17 update to the mod portal. Relatively little broke on the test maps and cases I had to hand.
As the mod portal is usable for communication now compared to when I first released the mod any issues can be raised there.
As the mod portal is usable for communication now compared to when I first released the mod any issues can be raised there.
- Tue Mar 12, 2019 4:11 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
lol yup I only found it by copy/pasting my changelog one line at a time into a sample one until it broke.
Factorio devs obviously fight for the spaces rather than tab side in the battlefield that is indenting.
Factorio devs obviously fight for the spaces rather than tab side in the battlefield that is indenting.