Search found 74 matches

by _Attila_
Fri Jul 19, 2019 9:10 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207934

Re: Friday Facts #304 - Small bugs; Big changes

I think the best way to solve the stopped refinery problem is to introduce a research step for Cracking that needs only red and green science. Keep everything else exactly as it is now. No need to move robots back, no change to flamethrowers. Newbies will see that their refineries stopped and they w...
by _Attila_
Wed Jul 17, 2019 7:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Mods using Require in migration scripts
Replies: 4
Views: 3232

[Rseding91] Mods using Require in migration scripts

I have a test environment in which I test downloaded mods before I use them in games. Adding a mod while loading a save file, I get "Require can't be used outside of control.lua parsing." I see this error with a number of mods, so I assume this was allowed at some point. Is this a bug intr...
by _Attila_
Thu Jul 04, 2019 6:53 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 28611

Re: Version 0.17.54

I am getting "Update Failed" going from .52 to .54 at just above 50% download.
by _Attila_
Wed Jun 19, 2019 10:56 am
Forum: Mod portal Discussion
Topic: Mod portal application error
Replies: 1
Views: 981

Mod portal application error

Nine out of ten times I get an Application Error when trying to load mods.factorio.com. An error occurred in the application and your page could not be served. If you are the application owner, check your logs for details. You can do this from the Heroku CLI with the command heroku logs --tail No is...
by _Attila_
Thu May 30, 2019 2:54 am
Forum: Not a bug
Topic: [0.17.43] train.carriages order
Replies: 4
Views: 969

Re: [0.17.43] train.carriages order

Thanks for the explanation.
I solved the problem by finding the shorter distance between the stop and the locos at the ends.
Not the most elegant solution, but I do need to know which loco is actually at the stop.
by _Attila_
Wed May 29, 2019 9:24 pm
Forum: Not a bug
Topic: [0.17.43] train.carriages order
Replies: 4
Views: 969

Re: [0.17.43] train.carriages order

So, what is the point of calling a locomotive a front_mover when it is in the back of the train?
Or front_stock, for that matter?
by _Attila_
Wed May 29, 2019 8:12 pm
Forum: Not a bug
Topic: [0.17.43] train.carriages order
Replies: 4
Views: 969

[0.17.43] train.carriages order

I am not sure if this is a bug, but it sure seems that way to me. A train L1-C-L2 pulls up to a station with L1 pulling - train was built in same order. train.carriages has order L2-C-L1 train.locomotives.front_movers is L2 train.back_stock is L1 It seems to me the front of the train should be at th...
by _Attila_
Tue May 14, 2019 7:56 pm
Forum: Not a bug
Topic: Train colors different when set via a script
Replies: 1
Views: 523

Train colors different when set via a script

locos.png Both of the above locomotives are black {0,0,0}, but the top one was set via script and the other via GUI. The top one is much nicer, not so washed out, but that cannot be achieved via the GUI. locos2.png Both of the above locomotives are white {255,255,255}. Top via script. Now the botto...
by _Attila_
Mon May 13, 2019 7:44 pm
Forum: Mod portal Discussion
Topic: mod portal certificate expired
Replies: 1
Views: 1111

mod portal certificate expired

direct.mods-data.factorio.com uses an invalid security certificate.
The certificate expired on Monday, May 13, 2019, 4:55 AM. The current time is Monday, May 13, 2019, 3:35 PM. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
by _Attila_
Sun May 12, 2019 1:18 pm
Forum: Minor issues
Topic: [0.17.38] Inconsistent locomotive rotations
Replies: 0
Views: 549

[0.17.38] Inconsistent locomotive rotations

If a locomotive is held in the cursor and then placed on a track, the orientation of the placed locomotive does not match the cursor's orientation. These examples use N-S track, but similar issue with E-W track as well. Ex: Locomotive facing North. Copy it with Q, cursor will orient it North. Place ...
by _Attila_
Thu May 02, 2019 7:07 pm
Forum: Releases
Topic: Version 0.17.35
Replies: 20
Views: 13882

Re: Version 0.17.35

Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by t...
by _Attila_
Tue Apr 23, 2019 8:30 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.32] game,tick_paused read/write type mismatch
Replies: 1
Views: 1541

[Bilka] [0.17.32] game,tick_paused read/write type mismatch

game.tick_paused is documented as boolean R/W

However on Read, type(game.tick_paused) returns "number" BUT it appears to be boolean on Write as setting it to a number is ignored.

So right now it has to be tested against 0 or 1 and set true or false.
by _Attila_
Mon Apr 22, 2019 9:40 pm
Forum: Duplicates
Topic: [0.17.32] Problem with dialog layout in Test mod
Replies: 3
Views: 913

Re: [0.17.32] Problem with dialog layout in Test mod

Yes, same issue. Three different reports actually now. Hope this can be fixed at some point.
by _Attila_
Mon Apr 22, 2019 3:09 pm
Forum: Duplicates
Topic: [0.17.32] Problem with dialog layout in Test mod
Replies: 3
Views: 913

[0.17.32] Problem with dialog layout in Test mod

I have a Test mod that creates a text box and some elements below it in a frame. I run in 1920x1080 windowed mode and the frame size is w=450, h=600 by default. At this point, all elements are clickable. If I change the height to 800, the last row of elements are displayed, but are unresponsive. Use...
by _Attila_
Fri Apr 12, 2019 2:40 pm
Forum: Not a bug
Topic: [0.17] Event inconsistencies
Replies: 1
Views: 448

[0.17] Event inconsistencies

Not sure what is intended, but... In on_init event, during game creation, game.print does nothing. When on_init is delivered on mod being added to a saved game, game.print works. There is no way to get info on what is going on in on_load, as there is no game, so no way to log anything. on_player_joi...
by _Attila_
Fri Apr 12, 2019 10:47 am
Forum: Modding help
Topic: Equivalent event to on_player.joined_game in single player?
Replies: 4
Views: 745

Re: Equivalent event to on_player.joined_game in single player?

Thanks for the info, I will try this.
by _Attila_
Thu Apr 11, 2019 4:50 pm
Forum: Modding help
Topic: Equivalent event to on_player.joined_game in single player?
Replies: 4
Views: 745

Re: Equivalent event to on_player.joined_game in single player?

Well, this obviously makes sense to you, but I don't get it. :oops: A player can generate an event by clicking something. On this event I can print "Welcome back", but I can't do this in an event handler automatically when a save is loaded in single player mode? Why not just send the playe...
by _Attila_
Thu Apr 11, 2019 4:02 pm
Forum: Modding help
Topic: Equivalent event to on_player.joined_game in single player?
Replies: 4
Views: 745

Equivalent event to on_player.joined_game in single player?

I want to detect when a player starts a new playing session, so that session specific variables can be set. on_player_joined_game seems to do the job for multi-player, but there is no event when a single player save is loaded. As an illustrative example: How would I be able to print "Welcome ba...
by _Attila_
Wed Apr 03, 2019 3:34 pm
Forum: Ideas and Suggestions
Topic: Tighter S-curve rails
Replies: 7
Views: 3358

Re: Tighter S-curve rails

Well, this is from a long time ago. Any word on getting the ability to switch rails that are closer together?
The way it is now leads to some really awkward looking designs.
by _Attila_
Tue Apr 02, 2019 5:48 pm
Forum: Releases
Topic: Version 0.17.24
Replies: 24
Views: 16876

Re: Version 0.17.24

Download link for ..24 gives 404 error - file not found.

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