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 ...
Search found 287 matches
- Fri Jan 11, 2019 4:30 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 69401
- Fri Jan 11, 2019 3:27 pm
- Forum: Not a bug
- Topic: Very High Chunk Generation Times
- Replies: 3
- Views: 2058
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: 2058
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 ...
- Thu Jan 10, 2019 6:03 pm
- Forum: Implemented mod requests
- Topic: Expose Unit Spawner Attributes
- Replies: 1
- Views: 1718
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 attributes ...
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 attributes ...
- Tue Jan 08, 2019 10:51 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.regenerate_entity optional entities argument
- Replies: 1
- Views: 1125
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 ...
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 ...
- Wed Jan 02, 2019 12:17 am
- Forum: This Forum
- Topic: Can't search for on_picked_up_item
- Replies: 1
- Views: 1867
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: 125717
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: 1754
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: 1754
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.
- Thu Dec 27, 2018 12:17 am
- Forum: Modding help
- Topic: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
- Replies: 5
- Views: 1754
[0.16.51] trivial-smoke ignores "affected_by_wind_setting"
The trivial-smoke seems to be affected by wind regardless of the "afffected_by_wind" data prototype attribute being set to false.
With the below code in data.lua
data:extend({
{
type = "trivial-smoke",
name = "wheel-sparks",
animation = {
filename = "__base__/graphics/entity/sparks/sparks-01 ...
With the below code in data.lua
data:extend({
{
type = "trivial-smoke",
name = "wheel-sparks",
animation = {
filename = "__base__/graphics/entity/sparks/sparks-01 ...
- Sun Dec 23, 2018 11:33 am
- Forum: Not a bug
- Topic: LuaControl Teleport() errors when same surface provided for entities
- Replies: 2
- Views: 1170
Re: LuaControl Teleport() errors when same surface provided for entities
Could the in game error and API description be updated for that as at present that isn't apparent?
- Sat Dec 22, 2018 10:30 pm
- Forum: Not a bug
- Topic: LuaControl Teleport() errors when same surface provided for entities
- Replies: 2
- Views: 1170
LuaControl Teleport() errors when same surface provided for entities
When using the LuaControl.Teleport() function on an entity (ie: car) and the current surface is provided it returns a custom Factorio error message:
error.GIF
However, if no surface is specified there is no error and the command runs correctly. The surface argument is optional in the documentation ...
error.GIF
However, if no surface is specified there is no error and the command runs correctly. The surface argument is optional in the documentation ...
- Wed Dec 19, 2018 1:46 pm
- Forum: Won't fix.
- Topic: [0.16.51] Hover over specific Miner causes game freeze
- Replies: 6
- Views: 2873
Re: [0.16.51] Hover over specific Miner causes game freeze
I think using that was an oversight by someone as the other wired miners look to be set to this miners ore only.
On the game engine side I agree it is an unusual situation created by the dangOreus mod, but would a limit to the patch size search not be appropriate at the game engine level. I would ...
On the game engine side I agree it is an unusual situation created by the dangOreus mod, but would a limit to the patch size search not be appropriate at the game engine level. I would ...
- Wed Dec 19, 2018 12:13 am
- Forum: Won't fix.
- Topic: [0.16.51] Hover over specific Miner causes game freeze
- Replies: 6
- Views: 2873
[0.16.51] Hover over specific Miner causes game freeze
Factorio version: 0.16.51
Mods (many): https://drive.google.com/open?id=1SOALuuYSYEM7zY_VZ3Mfk35CWHR6kx3A
Save Game: https://www.dropbox.com/s/z9yqz73tza3fcln/JD%20December%202018%20MP%20v4%20a.zip?dl=0
Issue: When you hover over a specific miner the game freezes and it looks to be doing a memory ...
Mods (many): https://drive.google.com/open?id=1SOALuuYSYEM7zY_VZ3Mfk35CWHR6kx3A
Save Game: https://www.dropbox.com/s/z9yqz73tza3fcln/JD%20December%202018%20MP%20v4%20a.zip?dl=0
Issue: When you hover over a specific miner the game freezes and it looks to be doing a memory ...
- Thu Dec 06, 2018 10:42 pm
- Forum: Duplicates
- Topic: [0.16.51] Crash loading save with changed mods: "Removal of trains over rail unsucessful"
- Replies: 1
- Views: 1017
[0.16.51] Crash loading save with changed mods: "Removal of trains over rail unsucessful"
I tried to load a save which was run with a different set of mods to the current ones and rather than do a mod migration as per usual, the game crashed.
Using 0.16.51
game save: https://www.dropbox.com/s/kgacckghglm8uin/JD%20October%202018%20MP.zip?dl=0
current mods folder: https://www.dropbox.com ...
Using 0.16.51
game save: https://www.dropbox.com/s/kgacckghglm8uin/JD%20October%202018%20MP.zip?dl=0
current mods folder: https://www.dropbox.com ...
- Thu Dec 06, 2018 12:30 am
- Forum: Mods
- Topic: [MOD 0.16] CanalBuilder
- Replies: 4
- Views: 4515
Re: [MOD 0.16] CanalBuilder
Is this mod still supported, as theres a report of desync in MP on the Mod Portal discussions. We have seen desyncs when using this mod with others, so not sure which is the cause as very intermittent.
I am not sure if this is safe:
local function replaceDummy(placed)
dir = placed.direction
pos ...
I am not sure if this is safe:
local function replaceDummy(placed)
dir = placed.direction
pos ...
- Sat Dec 01, 2018 11:23 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 80274
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
I was a little miffed about the lack of a working factory within the picture, so decided to have some attempts of my own. Not the easiest to work within the size and with the need for logos being kept clear of wires and obstructions.
my attempt to have a working production line with logos ...
my attempt to have a working production line with logos ...
- Fri Nov 30, 2018 2:41 pm
- Forum: Duplicates
- Topic: [0.16.51] Change Mod Settings, Save, Load loses changes
- Replies: 0
- Views: 789
[0.16.51] Change Mod Settings, Save, Load loses changes
In a single player game on an existing map save, if you change some mod MAP settings and Apply, then click to save the game and exit. When you then load the save the mod settings you changed have been lost.
I know it is the same cause as this "not a bug": https://forums.factorio.com/viewtopic.php?f ...
I know it is the same cause as this "not a bug": https://forums.factorio.com/viewtopic.php?f ...
- Mon Nov 19, 2018 10:29 am
- Forum: Won't implement
- Topic: Add on_pre_entity_damaged event
- Replies: 4
- Views: 3125
Re: Add on_pre_entity_damaged event
If anyone wanted to do their own damage logic in Lua, etc.
I wanted to also use it to get the player health and shield prior to vehicle impact. So I could undo the vehicle impact affect exactly.
Fair enough.
I wanted to also use it to get the player health and shield prior to vehicle impact. So I could undo the vehicle impact affect exactly.
Fair enough.
- Sun Nov 18, 2018 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] on_player_crafted_item event description wrong or event execution order bug
- Replies: 1
- Views: 1459
[0.16.51] on_player_crafted_item event description wrong or event execution order bug
The on_player_crafted_item event states
Called when the player crafts an item (upon inserting into player's inventory, not clicking the button to craft)
However, if you check the player's inventory for the item upon the event it isn't present. It will be found 1 tick later. This applies to items ...
Called when the player crafts an item (upon inserting into player's inventory, not clicking the button to craft)
However, if you check the player's inventory for the item upon the event it isn't present. It will be found 1 tick later. This applies to items ...