Search found 490 matches
- Sat Nov 26, 2022 12:38 am
- Forum: Gameplay Help
- Topic: Coal liquefaction statistics
- Replies: 8
- Views: 1664
Re: Coal liquefaction statistics
That's not a bug. Catalysts aren't included in production statistics, as they aren't really being produced or consumed. There are other reports about it around: viewtopic.php?f=23&t=69934&p=425349&hil ... st#p425349
- Mon Nov 14, 2022 3:39 pm
- Forum: Minor issues
- Topic: [1.1.72] Combat shotgun can be fired in 2 directions simultaneously
- Replies: 4
- Views: 1365
Re: [1.1.72] Combat shotgun bizarre spread
Sounds like viewtopic.php?p=461762#p461762 though both directions at once is new.
- Sun Nov 13, 2022 3:20 am
- Forum: Modding help
- Topic: Surface tiles resetting when player teleports
- Replies: 2
- Views: 562
Re: Surface tiles resetting when player teleports
Pretty sure the game generates chunks in a radius around the player, so once the player gets teleported it starts generating chunks, thus replacing what you made. You can set the chunks to generated to avoid it being changed (https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.set_chunk_g...
- Sat Oct 29, 2022 12:14 am
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 2083
- Sat Oct 29, 2022 12:05 am
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 968
Re: Mining In a Line
Huh turns out you totally can put the vector outside the nominal bounds of the miner. Not sure if there's a limit, but you could certainly do the multiple miners in a row trick.
- Fri Oct 28, 2022 11:51 pm
- Forum: News
- Topic: Factorio for Nintendo Switch is now available!
- Replies: 27
- Views: 11205
Re: Factorio for Nintendo Switch is now available!
On Steam, there is beta branch (you can configure it in Factorio properties in Steam library) called "console". It will always match the latest console release, as they take much longer then our PC releases, so the versions probably won't be qble to keep up. That was an absolutely excelle...
- Mon Oct 24, 2022 1:32 am
- Forum: Modding help
- Topic: My code for building blueprints from string not working
- Replies: 3
- Views: 747
Re: My code for building blueprints from string not working
This code grabs the value 'bp_entities' and then does nothing with it, while providing a parameter when the function doesn't take any. It's entirely superflous - maybe it was used for debugging at one point, but it really doesn't need to be there. Biggest issue is it keeps a copy of the return from ...
- Fri Oct 21, 2022 1:55 am
- Forum: Modding help
- Topic: Entity interaction preview
- Replies: 1
- Views: 469
Re: Entity interaction preview
https://wiki.factorio.com/Prototype/Ent ... cification does that. You can see a version of it on the electric miner - it highlights the given radius with the given sprite. I use it to illustrate the range of the fisheries, farms, and terraformers in Homeworld Redux.
- Wed Oct 19, 2022 12:58 am
- Forum: Modding help
- Topic: [1.1] How to know if an object is stackable?
- Replies: 9
- Views: 2063
Re: [1.1] How to know if an object is stackable?
Unfortunately, while we can compare LuaAPI of different Factorio versions, there is no history of the prototype definitions . Do you know whether item.stackable ever was a valid property? It's not really important (I've removed that from my WIP version), I'm just wondering how this ever got include...
- Tue Oct 18, 2022 12:36 am
- Forum: Fixed for 2.0
- Topic: [Klonan] Please add "Copy error message to clipboard" button to mod loading errors
- Replies: 5
- Views: 1598
Re: [Klonan] Please add "Copy error message to clipboard" button to mod loading errors
That's a different kind of error message. You can't highlight anything in the load error box, so you can't copy it.
- Sat Oct 15, 2022 8:47 pm
- Forum: Modding help
- Topic: Unstable chunk/tile count?
- Replies: 4
- Views: 904
Re: Unstable chunk/tile count?
Thank you for the hint. "is_visible" means showing live to the player (always 25) in the map - or any radar (50 each, unless overlapping of course) Ooops copied the wrong one. It's the command above that one that checks if a force has charted a chunk: https://lua-api.factorio.com/latest/L...
- Sat Oct 15, 2022 12:04 am
- Forum: Modding help
- Topic: Unstable chunk/tile count?
- Replies: 4
- Views: 904
Re: Unstable chunk/tile count?
The game generates chunks as they are needed - either because a player explored them, pollution reached them, a script asked for it to be generated, etc. It generally generates a few chunks beyond what a player sees. Map generation also uses a scheduling system so depending on what tick you call it ...
- Sun Oct 09, 2022 4:15 pm
- Forum: Gameplay Help
- Topic: Different technology_price_multiplier per force
- Replies: 2
- Views: 829
Re: Different technology_price_multiplier per force
Far as I know DifficultySettings are only part of LUAGame, which means it's shared by everyone. You could approximate such a thing by setting one of the forces productivity bonus so their research becomes cheaper comparatively. It doesn't work perfectly (since bonuses are additive, if they both put ...
- Fri Oct 07, 2022 1:15 am
- Forum: Technical Help
- Topic: Reading An External File/Sending External Command (Not Sure If Possible)
- Replies: 6
- Views: 1095
Re: Reading An External File/Sending External Command (Not Sure If Possible)
You're probably overcomplicating things. I do see were you are coming from, but you need to know the difference between my laptop, desktop and my goals, my laptop is a newish (I bought it last fall) MSI gaming laptop with octo core (even though I know that means nothing for Factorio) that is runnin...
- Mon Oct 03, 2022 3:54 pm
- Forum: Modding help
- Topic: on_player_selected_area
- Replies: 39
- Views: 4056
Re: on_player_selected_area
And how are you checking what it returns? Note that if you're using print to print the results, print will not output the same string twice. So even if you find two assembling machines if you loop over the results and print the type, it'll only print "assembling-machine-1" ONCE.
- Tue Sep 27, 2022 5:37 pm
- Forum: Modding help
- Topic: Parts of lua execution skipped in for loop?
- Replies: 3
- Views: 774
Re: Parts of lua execution skipped in for loop?
Print is setup to ignore multiple calls with the same parameters. If you call print("hello") five times in a row, it'll print once and ignore the rest. It doesn't want the console spammed with the same message. If you really need to see them all, switch to the log command which logs everyt...
- Sun Sep 25, 2022 3:13 pm
- Forum: Technical Help
- Topic: Low FPS/UPS
- Replies: 2
- Views: 859
Re: Low FPS/UPS
Entity update is extremely high - that's how long it takes to update all the things on the map and is pretty much just based on the size of your base as a whole. Logistic Manager is RIDICULOUSLY high. Looking at your minimap I'm guessing you have a massive logistic network covering everything. That'...
- Sat Sep 24, 2022 7:41 pm
- Forum: Duplicates
- Topic: [1.1.69] Productivity bonus does not properly apply at high crafting speed
- Replies: 1
- Views: 708
Re: [1.1.69] Productivity bonus does not properly apply at high crafting speed
Almost certainly a dupe of this
Progress is a floating point number, they aren't precise so sometimes you get very tiny differences in the amounts.
Progress is a floating point number, they aren't precise so sometimes you get very tiny differences in the amounts.
- Sat Sep 24, 2022 1:07 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Hitting Escape/E does not work in the 'User login' popup
- Replies: 1
- Views: 1699
[1.1.68] Hitting Escape/E does not work in the 'User login' popup
What Happened I selected the Install tab under mods, which then asked me to login to my factorio account, hit the Escape key, and nothing happened. What I Expected For Escape to exit the dialog via the back button, as it does in other windows. Hitting Enter works as expected. Hitting 'e' does nothi...
- Mon Sep 19, 2022 4:56 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502896
Re: Simple Questions and Short Answers
I want to change the "Absorption modifier" from 100% to 50% and if possible the "Maximum group size" for the enemies to 30 midgame using the console. Is that possible and what would be the commands to do that? Should be something like /c game.map_settings.pollution.aeging = 0.5 ...