Search found 441 matches

by Illiander42
Wed Sep 13, 2023 6:21 pm
Forum: Ideas and Suggestions
Topic: Blueprints also upgrade
Replies: 0
Views: 214

Blueprints also upgrade

TL;DR Blueprints mark for upgrade if existing entity is upgradable to entity in blueprint at that location. What ? Placing a blueprint of an entity exactly over an entity that can be upgraded to the entity in the blueprint marks the entity for upgrade. Or, in pictures: Placing this blueprint bluepr...
by Illiander42
Sun Apr 02, 2023 9:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1232297

Re: Bugs & FAQ

Just started a new game, full Angels, Bobs, MadClown and some QoL.

I have no power generator at the start, which means I can't research steam generation to get power generation.

What happened to the inefficient all-in-one that you used to start with?
by Illiander42
Sun Aug 07, 2022 1:01 pm
Forum: Duplicates
Topic: game hangs when exiting or restarting since 1.1.63
Replies: 6
Views: 1441

Re: game hangs when exiting or restarting since 1.1.63

Tried with ALSA launch option, no change.

Additional info: I have to delete the .lock file before starting Factorio again.

Allegro backend setting change in config file solves issue.
by Illiander42
Sat Aug 06, 2022 11:26 am
Forum: Duplicates
Topic: game hangs when exiting or restarting since 1.1.63
Replies: 6
Views: 1441

[1.1.65] Crash on game exit

Linux, latest experimental.

Any exit of the game (exit button in main menu, confirm on mod changes) causes factorio to freeze instead of exit.
by Illiander42
Thu Dec 16, 2021 4:47 pm
Forum: Modding help
Topic: LuaTechnology.level not showing infinite tech level
Replies: 10
Views: 2689

Re: LuaTechnology.level not showing infinite tech level

From my poking around, tech.level doesn't seem to exist for non-multi-levelled techs?

My lua isn't great, so what happens then?

And how does your code handle multi-level non-infinite tech? I know it's a flaw in mine.
by Illiander42
Wed Dec 15, 2021 6:02 pm
Forum: Modding help
Topic: LuaTechnology.level not showing infinite tech level
Replies: 10
Views: 2689

Re: LuaTechnology.level not showing infinite tech level

So something like this should work in all cases? local numResearched = 0 local numTechs = 0 for _, tech in pairs(force.technologies) do if tech.enabled then numTechs = numTechs + 1 end if tech.researched then numResearched = numResearched + 1 else if not (tech.research_unit_count_formula == nil) the...
by Illiander42
Wed Dec 15, 2021 9:59 am
Forum: Modding help
Topic: LuaTechnology.level not showing infinite tech level
Replies: 10
Views: 2689

Re: LuaTechnology.level not showing infinite tech level

Ok, that makes sense now that it's been pointed out to me. Tech.researched isn't "has this tech been researched ever" it's "has this tech been researched fully". Is tech.level == zero for all unresearched techs, and one for individual techs (eg. construction bots) that have been ...
by Illiander42
Wed Dec 15, 2021 8:37 am
Forum: Modding help
Topic: LuaTechnology.level not showing infinite tech level
Replies: 10
Views: 2689

Re: LuaTechnology.level not showing infinite tech level

1) What do you mean by "rococo" code? I value clarity over conciseness in code.

2) That doesn't solve the problem that tech.level doesn't report infinite techs correctly.
by Illiander42
Tue Dec 14, 2021 11:06 pm
Forum: Modding help
Topic: LuaTechnology.level not showing infinite tech level
Replies: 10
Views: 2689

LuaTechnology.level not showing infinite tech level

LuaTechnology.level is not showing infinite tech level Example: Energy Weapons Damage is at level 21, but Lua is reporting the highest level of any tech as 7. I am trying to determine the number of times any research has been completed in a way that handles mods being added/removed mid-playthrough (...
by Illiander42
Sun Sep 05, 2021 1:49 pm
Forum: Technical Help
Topic: Can't update mods /api/mods 414 - less mods in folder than before
Replies: 3
Views: 3905

Re: Can't update mods /api/mods 414 - less mods in folder than before

So on some further experimentation, it seems that the mod portal API has reduced its limit on the number of mods you can have installed to ~450.
by Illiander42
Thu Sep 02, 2021 10:18 am
Forum: Technical Help
Topic: Can't update mods /api/mods 414 - less mods in folder than before
Replies: 3
Views: 3905

Can't update mods /api/mods 414 - less mods in folder than before

Steam install, Linux OS.

The "API call failed, path /api/mods, status 414" error is back, and my mods folder has less items in it than the last time that I updated mods.

Is there a known fix for this that doesn't involve wiping my mods folder?
by Illiander42
Tue Aug 10, 2021 7:25 pm
Forum: Outdated/Not implemented
Topic: Remove notch's quote from the steam page
Replies: 7
Views: 6159

Re: Remove notch's quote from the steam page

I just responded to the first hit on google about Kovarex's Notch moments.

He's an ass, and I want to know if he's been removed from the public face of the company yet.
by Illiander42
Sun Aug 08, 2021 2:03 pm
Forum: Outdated/Not implemented
Topic: Remove notch's quote from the steam page
Replies: 7
Views: 6159

Re: Remove notch's quote from the steam page

Has Kovarex had his access to the official twitter account removed yet?
by Illiander42
Sat Dec 19, 2020 11:47 pm
Forum: Pending
Topic: [1.1.6] Continue Button stuck on host
Replies: 5
Views: 1750

Re: [1.1.6] Continue Button stuck on host

Which file is/how do I get the log?
by Illiander42
Sat Dec 19, 2020 5:13 am
Forum: Pending
Topic: [1.1.6] Continue Button stuck on host
Replies: 5
Views: 1750

[1.1.6] Continue Button stuck on host

After hosting a game for some friends, the "Continue" button on the main menu toggled to automatically re-host.

But after loading and playing some single player, it is still set to "Host", not single-player.
by Illiander42
Tue Dec 15, 2020 8:10 pm
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 32280

Re: Version 1.1.6

Barrelling and unbarrelling (intermediate products) is NOT allowed to use productivity modules. Are you suggesting to allow that? Or to move the un-/barelling to another tab? It must be the second. Allowing prodmods here, would create a perpetum mobile loophole. Agreed. Even with the barrels as cat...
by Illiander42
Tue Nov 10, 2020 12:38 am
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 35017

Re: [1.0] - Artisanal Reskins: Bob's Mods

kirazy wrote:
Mon Nov 09, 2020 6:42 pm
Fixed and published.
Thank you :)
by Illiander42
Mon Nov 09, 2020 3:48 pm
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 35017

Re: [1.0] - Artisanal Reskins: Bob's Mods

Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64. Here's the fix: icon-handling.lua function reskins.lib.append_tier_labels(tier, inputs) -- Inputs required by this function -- icon - Table containing an icon/ic...
by Illiander42
Mon Nov 09, 2020 7:20 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: Alternate Textures mod
Replies: 17
Views: 22147

Re: [0.18.x] Bob's Mods: Alternate Textures mod

Icons are broken due to icon size again.

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