Search found 278 matches
- Tue Feb 12, 2019 7:11 pm
- Forum: Modding interface requests
- Topic: Updating localised texts using control bindings on their change
- Replies: 2
- Views: 711
Updating localised texts using control bindings on their change
At present, it seems if I use a custom-input key in a tooltip there isn't a way to detect when this key is changed so I can recreate the tooltips. If I have in my locale to do stuff press: __CONTROL__my-custom-key__ 1: mod has the custom-input default to CONTROL + M 2: on player join server create G...
- Sun Feb 10, 2019 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Exploit to create scenario folders anywhere on client's file system
- Replies: 5
- Views: 1198
Re: [0.16.51] Exploit to create scenario folders anywhere on client's file system
The end user impact was that a scenario file from the Redmew server (with their custom path) wasn't compatible with our server. Our server runs on a vanilla path and has a typical locked down access to the file structure outside of the factorio data folder. We would have thought that the scenario fi...
- Tue Feb 05, 2019 1:43 pm
- Forum: Mod portal Discussion
- Topic: [Suggestions] Per-mod language flags/language awareness
- Replies: 7
- Views: 3035
Re: [Suggestions] Per-mod language flags/language awareness
Yes and that is what I have in my mod. However the mod portal page, FAQ ect is still either in one language or is duplicated in each language down its length. So while near unlimited native speakers can contribute localle files to the mod, the portal page will tend to be or maybe 2 languages at most...
- Tue Feb 05, 2019 12:20 pm
- Forum: Mod portal Discussion
- Topic: [Suggestions] Per-mod language flags/language awareness
- Replies: 7
- Views: 3035
Re: [Suggestions] Per-mod language flags/language awareness
I have just had a discussion with someone wanting to make a foreign language version of my mod and this was the only piece missing in why a mod shouldn't be duplicated for each language.
At the moment you basically need to speak English to be able to search for mods.
At the moment you basically need to speak English to be able to search for mods.
- Mon Feb 04, 2019 1:58 pm
- Forum: Minor issues
- Topic: [0.16.51] Items on belt static after removing modded item
- Replies: 2
- Views: 986
[0.16.51] Items on belt static after removing modded item
We found that our belt's items were static with gaps in after removing a mod that added an item present on that belt. https://gfycat.com/UnconsciousMadeupEel To Witness Issue load mod that added the charcoal item (fws_0.1.11): https://mods.factorio.com/download/fws/5bfafed8c1355d000b412b43 load save...
- Sun Jan 20, 2019 7:44 pm
- Forum: Implemented mod requests
- Topic: Freeplay Scenario player joined message interface
- Replies: 2
- Views: 754
- Sun Jan 20, 2019 7:02 pm
- Forum: Implemented mod requests
- Topic: Freeplay Scenario player joined message interface
- Replies: 2
- Views: 754
Freeplay Scenario player joined message interface
Can the Freeplay scenario control.lua include an interface/commands to disable the default new game behaviour, in the same manner as the silo script can be disabled. As this scenario is the default used by most servers it would be helpful for mods that use different win conditions or starting condit...
- Fri Jan 18, 2019 2:14 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 64642
Re: Friday Facts #278 - The new quickbar
I don't think the ghost cursor should be disabled by default on the interface. Yes disable it during the early stages of the campaign, until it can be tutorialed and introduced to the player. But during free play the whole game should be unlocked and active. Same logic applies to research queue. The...
- Wed Jan 16, 2019 5:39 pm
- Forum: Modding interface requests
- Topic: on_wire_connected & on_wire_disconnected
- Replies: 0
- Views: 441
on_wire_connected & on_wire_disconnected
Can an event be added for both on_wire_connected & on_wire_disconnected to include both connected entities of the wire, the wire type and for player and bot. The player one should include the magic BP free wires. I am aware this has been requested over the years, but the developer answer was a l...
- Sat Jan 12, 2019 12:13 am
- Forum: Not a bug
- Topic: Very High Chunk Generation Times
- Replies: 3
- Views: 1197
Re: Very High Chunk Generation Times
Ah, thanks will hunt that down. Is there a trick we can use to have found this out ourselves?
- Fri Jan 11, 2019 5:16 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 41921
Re: Friday Facts #277 - GUI progress update
There is no financial or operational imperative to release in this scenario though. It's not like new graphics drivers are released that require an update to work or similar.
- Fri Jan 11, 2019 4:30 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 41921
Re: Friday Facts #277 - GUI progress update
hope the wave defense does allow use of generated worlds as then we can tailor the world gen to help control difficulty, i.e. make resources further apart or less rich in MP with 10 experienced players Recipe Explorer, is this a new feature or a name for the little window that tells you the recipe f...
- Fri Jan 11, 2019 3:27 pm
- Forum: Not a bug
- Topic: Very High Chunk Generation Times
- Replies: 3
- Views: 1197
Re: Very High Chunk Generation Times
on a side note deleting chunks off the map in bulk takes much longer than it did when the map was smaller. so we have previously deleted 100 chunks vertically off the map to regenerate the biters etc on it.
- Fri Jan 11, 2019 3:00 pm
- Forum: Not a bug
- Topic: Very High Chunk Generation Times
- Replies: 3
- Views: 1197
Very High Chunk Generation Times
We are seeing very high chunk generation times, often leading to mass player drop on the MP server due to connection timeouts. When tested in SP a single chunk generation will pause the average players game for a moment and 10 chunks generated by a flying arty shell will cause the game to hang for o...
- Thu Jan 10, 2019 6:03 pm
- Forum: Implemented mod requests
- Topic: Expose Unit Spawner Attributes
- Replies: 1
- Views: 999
Expose Unit Spawner Attributes
Could the unique attributes of the Unit Spawner prototype be exposed as read only within the API under LuaEntity. It was the "call_for_help_radius" attribute that I was trying to get, but after a discord discussion with Bilka I also notice that a number of other Unit Spawner specific attri...
- Tue Jan 08, 2019 10:51 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.regenerate_entity optional entities argument
- Replies: 1
- Views: 704
LuaSurface.regenerate_entity optional entities argument
https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.regenerate_entity At present, there isn't an easy way to regenerate all entities on a list of chunks. There is only an all entities default argument when the chunks argument is also not supplied. Could an option for passing in an empty p...
- Wed Jan 02, 2019 12:17 am
- Forum: This Forum
- Topic: Can't search for on_picked_up_item
- Replies: 1
- Views: 1254
Re: Can't search for on_picked_up_item
just hit this as well. tried to use google advanced search, but it can't handle the sub forum url type.
- Tue Jan 01, 2019 11:47 pm
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 91466
Re: [MOD 0.13] Water Well - pump water from the underground
Not sure if this mod is still supported, but it can be problematic if your bases power is heavily taxed by laser turrets and so these stop pumping water, leading to power generation running out of water. There is no burner alternative for water pumping like with burner inserters for feeding boilers/...
- Thu Dec 27, 2018 7:54 pm
- Forum: Modding help
- Topic: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
- Replies: 5
- Views: 1097
Re: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
thanks, am using them as an in-game visual/animation only thing. As it looks like they are most suitable for this.
- Thu Dec 27, 2018 1:50 am
- Forum: Modding help
- Topic: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
- Replies: 5
- Views: 1097
Re: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
when i run the create trivial smoke command repeatedly manually via console I see the sparks animations drifting around. So first few times they may drift downwards on each animation run, then they drift down right, and later straight right. It feels like smoke drift.