Search found 278 matches

by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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.
by Muppet9010
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 ...
by Muppet9010
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 :P
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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...
by Muppet9010
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. 👍
by Muppet9010
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.
by Muppet9010
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...
by Muppet9010
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.
  1. ordered
  • unordered

Code: Select all

[list=1][*]ordered[/list]
[list][*]unordered[/list]
by Muppet9010
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...
by Muppet9010
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.
by Muppet9010
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
by Muppet9010
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...
by Muppet9010
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.
by Muppet9010
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...
by Muppet9010
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...

Go to advanced search