Search found 278 matches
- Tue Oct 30, 2018 12:04 am
- Forum: Not a bug
- Topic: [0.16.51] LuaGameScript.map_settings API documentation
- Replies: 4
- Views: 1348
Re: [0.16.51] LuaGameScript.map_settings API documentation
could the documentation be amended to specify this Rseding to make it clearer? that the game.map_settings references a table of editable values, but the table itself is not editable. I know it seems minor, but for those of us not intricately familiar with Factorio the API documentation is our best d...
- Mon Oct 29, 2018 2:26 am
- Forum: Modding help
- Topic: on_configuration_changed and on_init clashing
- Replies: 2
- Views: 702
on_configuration_changed and on_init clashing
I need to add some entities to the map based on mod settings. So when the mod is added to an existing save or the runtime mod settings are changed during the game I have code to remove old mod setting based entities and add new ones. Concept Code: ReplaceEntities = function() modSettingValue = OBTAI...
- Sun Oct 28, 2018 5:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Electric Network Info consumption slightly off
- Replies: 1
- Views: 1589
[0.16.51] Electric Network Info consumption slightly off
Low power usage devices can show incorrectly in the Electric Network Info consumption list. For an entity with 1KW it shows 999W. Steps to reproduce in vanilla 0.16.51: Start a new sandbox game Place a solar panel, a power pole and a decider combinator all together Open the Electrical Network Info G...
- Thu Oct 11, 2018 10:13 pm
- Forum: Not a bug
- Topic: [0.16.51] LuaGameScript.map_settings API documentation
- Replies: 4
- Views: 1348
[0.16.51] LuaGameScript.map_settings API documentation
The documentation under LuaGameScript for map_settings states it is read only. However it appears it can be changed in a test of pathing settings. Also under Concepts for MapSettings it states they can be changed.
- Tue Oct 02, 2018 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.51] Empty Filtered Inventory Slot Tooltip is Misleading
- Replies: 1
- Views: 4277
[Twinsen] [0.16.51] Empty Filtered Inventory Slot Tooltip is Misleading
Empty filtered inventory slots have a tooltip of the item type they are, but a filtered inventory slot has no properties itself. I believe this is a usability bug as the tooltip is inaccurate. Ideally, the tooltip would state that the inventory slot is reserved for the specified item. This arose as ...
- Sat Sep 29, 2018 12:59 am
- Forum: Modding discussion
- Topic: Friday Facts 262 Lua script access
- Replies: 4
- Views: 1641
Re: Friday Facts 262 Lua script access
Nice. I shall try to make no more data structure mistakes before 0.17 is released
- Sat Sep 29, 2018 12:32 am
- Forum: Modding discussion
- Topic: Friday Facts 262 Lua script access
- Replies: 4
- Views: 1641
Friday Facts 262 Lua script access
Does the script access change mean we can access a mods' "global" space from the in-game command line? Allow accessing Lua scripts by __MOD-NAME__/script.lua style path, so you can reference the same Lua scripts from multiple scenarios in one mod. Currently to access a variable or data str...
- Wed Sep 26, 2018 2:03 am
- Forum: Already exists
- Topic: LuaSurface Regenerate Fish
- Replies: 1
- Views: 1253
LuaSurface Regenerate Fish
The ability to regenerate fish (non-biter wildlife) for a given chunk list via API command would be useful for mods that change tiles on the chunk generation event, ie: Earth Map. This would be similar to the LuaSurface.regenerate_decoratives() function, but for fish (currently) across the current w...
- Sun Sep 23, 2018 12:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.16.51] On very large map Teleport/Death causes massive UPS spike
- Replies: 1
- Views: 2601
[Posila] [0.16.51] On very large map Teleport/Death causes massive UPS spike
When you are playing on a very large map and teleport long distances or die far from spawn (ie 800k tiles) there is a massive UPS spike. This can easily be enough to cause lower CPU players to be dropped when they were keeping up steadily before. This issue doesn't occur on a new empty map when tele...
- Mon Sep 17, 2018 10:58 am
- Forum: This Forum
- Topic: (solved) Old wiki links no longer work
- Replies: 4
- Views: 1753
Re: Old wiki links no longer work
Nice, few I noticed before all look good.
- Sun Sep 16, 2018 1:36 pm
- Forum: This Forum
- Topic: (solved) Old wiki links no longer work
- Replies: 4
- Views: 1753
Re: Old wiki links no longer work
404 not found
nginx
So it's coming from a server and not my browser.
nginx
So it's coming from a server and not my browser.
- Sun Sep 16, 2018 12:36 pm
- Forum: This Forum
- Topic: (solved) Old wiki links no longer work
- Replies: 4
- Views: 1753
(solved) Old wiki links no longer work
In the various stickied bug reporting threads some of the links to other forums threads no longer work. i.e. https://forums.factorio.com/viewtopic.php?f=7&t=3638 has: Provide Attachments log-file, for every report! The log-file link is broken. not sure if this is a case of each one being updated...
- Sun Sep 16, 2018 12:33 pm
- Forum: This Forum
- Topic: (solved) [BUG] Ordered lists show as unordered lists
- Replies: 6
- Views: 2426
(solved) [BUG] Ordered lists show as unordered lists
ordered list is shown in both preview and submitted as an unordered list.
- ordered
- unordered
Code: Select all
[list=1][*]ordered[/list]
[list][*]unordered[/list]
- Sat Sep 15, 2018 2:13 am
- Forum: Minor issues
- Topic: [0.16.51] Multiplayer Jumps prevents train orders GUI being closed and menu being accessed
- Replies: 1
- Views: 1007
[0.16.51] Multiplayer Jumps prevents train orders GUI being closed and menu being accessed
There is no save or log files for this as it can not be recorded in this manner. I am unsure how you can reproduce this on demand either. When in a multiplayer game and you have the train window open and get into jumps you can not close the train menu to reach the main menu to pause or quit the game...
- Fri Sep 14, 2018 1:38 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116255
Re: Friday Facts #260 - New fluid system
Great to see what you tried and how you got to your current proposal. These details are good at giving an insight in to the development vision.
- Thu Aug 23, 2018 10:25 am
- Forum: Modding help
- Topic: Character Inventory/Logistic/Crafting GUI
- Replies: 2
- Views: 984
Re: Character Inventory/Logistic/Crafting GUI
Thank you for confirming
- Wed Aug 22, 2018 11:08 pm
- Forum: Modding help
- Topic: Character Inventory/Logistic/Crafting GUI
- Replies: 2
- Views: 984
Character Inventory/Logistic/Crafting GUI
Am I correct in finding that a mod can not interact directly with the character inventory GUI (shown by pressing press E by default). I had a look around the GUI elements on the screen for the player and when open it doesn't seem to exist under game.player.gui.center, or top or left. I can see other...
- Wed Jul 18, 2018 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.16.51 - Train Order Add button has no icon in low graphics
- Replies: 1
- Views: 2485
0.16.51 - Train Order Add button has no icon in low graphics
Version: 0.16.51
Issue: The train Schedule window has no icon when the game is set to lowest graphics level.
Attached are screenshots of the issue, the graphics settings, the current Facotrio log and the example save game.
Issue: The train Schedule window has no icon when the game is set to lowest graphics level.
Attached are screenshots of the issue, the graphics settings, the current Facotrio log and the example save game.
- Fri Jun 29, 2018 8:16 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70317
Re: Friday Facts #249 - Dead end exploration
To me removing the separation of local and library blueprints is the most important thing as it is a constant cause of annoyance. The weird linking idea would be a pain as often clear a locally held blueprint to re-use it for something unrelated and so would end up decimating my library. Either opti...
- Sun Jun 17, 2018 6:39 pm
- Forum: Mods
- Topic: [MOD 0.16] Sisyphean Deliveries
- Replies: 17
- Views: 7566
Re: [MOD 0.16] Sisyphean Deliveries
Version 0.1.2 released to fix some non-critical issues: Fixed - A large UPS spike occurred when tribute demand items were received in Multiplayer games with many players. The GUI now only updates connected players and when players rejoin they will have their GUI updated immediately to catch up. Fixe...