Search found 270 matches

by Muppet9010
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...
by Muppet9010
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.
by Muppet9010
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....
by Muppet9010
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.
by Muppet9010
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...
by Muppet9010
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 :)
by Muppet9010
Mon Apr 08, 2019 8:40 pm
Forum: Releases
Topic: Version 0.17.26
Replies: 12
Views: 10400

Re: Version 0.17.26

ourtown wrote:
Mon Apr 08, 2019 6:50 pm
Breaks auto-research mod
Ourtown, hope you've made sure the mod author is aware they need to update their mod after the new functionality the Devs added 😀
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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 ...
by Muppet9010
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.
by Muppet9010
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.
by Muppet9010
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
by Muppet9010
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 ...
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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.
by Muppet9010
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.

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