Search found 441 matches
- 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...
- 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?
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?
- 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.
Additional info: I have to delete the .lock file before starting Factorio again.
Allegro backend setting change in config file solves issue.
- 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.
Any exit of the game (exit button in main menu, confirm on mod changes) causes factorio to freeze instead of exit.
- 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.
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.
- 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...
- 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 ...
- 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.
2) That doesn't solve the problem that tech.level doesn't report infinite techs correctly.
- 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 (...
- 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.
- 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?
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?
- 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.
He's an ass, and I want to know if he's been removed from the public face of the company yet.
- 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?
- Sun Dec 20, 2020 5:40 am
- Forum: Pending
- Topic: [1.1.6] Continue Button stuck on host
- Replies: 5
- Views: 1750
- 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?
- 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.
But after loading and playing some single player, it is still set to "Host", not single-player.
- 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...
- Tue Nov 10, 2020 12:38 am
- Forum: Bob's mods
- Topic: [1.1] - Artisanal Reskins: Bob's Mods
- Replies: 78
- Views: 35017
- 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...
- 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.