Search found 600 matches
- Tue Sep 20, 2022 10:52 pm
- Forum: Modding interface requests
- Topic: [1.1.69] not-modded luasurface.get_tile() returns invalid tile
- Replies: 7
- Views: 879
Re: [1.1.69] not-modded luasurface.get_tile() returns invalid tile
Surely any mod that is expecting a non-nil result from get_tile is also expecting a valid result? What could a mod do with an invalid LuaTile that it can't do with a nil LuaTile?
- Sun Sep 18, 2022 10:33 am
- Forum: General discussion
- Topic: What should I do when I need to play Factorio?
- Replies: 17
- Views: 1838
Re: What should I do when I need to play Factorio?
1. The DLC is not cancelled. You can see evidence of it being worked on in https://forums.factorio.com/viewforum.php?f=230 2. There was never a release date announced for the DLC, this is entirely your fault for making one up yourself 3. Only one dev has been working on the Switch version, the other...
- Sat Sep 17, 2022 1:47 pm
- Forum: Translations
- Topic: where can I find the rest of the translation files?
- Replies: 4
- Views: 2145
Re: where can I find the rest of the translation files?
And are you aware of this post: viewtopic.php?t=68507
- Sat Sep 17, 2022 1:46 pm
- Forum: Translations
- Topic: where can I find the rest of the translation files?
- Replies: 4
- Views: 2145
Re: where can I find the rest of the translation files?
Hello, I am currently working on translating Factorio into Arabic. I am using a workaround that will make Arabic display correctly in-game but doesn't make sense whatsoever to Arabic readers in the script files (which will make future proofing or editing it a hassle without some 3rd party app to ac...
- Fri Sep 16, 2022 10:25 pm
- Forum: Modding help
- Topic: How do I find the "what" in data.raw.what?
- Replies: 2
- Views: 470
Re: How do I find the "what" in data.raw.what?
So in the only Factorio modding tutorial that seems to exist, they make a new armor like this: local fireArmor = table.deepcopy(data.raw["armor"]["heavy-armor"]) This only seems to work with armor though. At first I tried changing it to this: local flip_dot = table.deepcopy(data...
- Tue Sep 13, 2022 3:53 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
- Replies: 3
- Views: 1543
Re: [kovarex] [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
This has now been fixed now so that it points to the top-right (where the tooltip would be). Still a bit weird but better than before 
- Mon Sep 12, 2022 10:41 pm
- Forum: Implemented mod requests
- Topic: alt_reverse_selection for Selection tools
- Replies: 7
- Views: 2659
Re: alt_reverse_selection for Selection tools
+1 for alt_reverse_selection, would be useful for a simplified version of Module Inserter that I'm currently working on.
- Sat Sep 10, 2022 10:35 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 297
- Views: 142491
Re: Friday Facts #365 - Future plans
Aside from that (and I'd have to go back through everything to verify, which I'm not going to do, so unless there's someone around that knows differently off the top of their head), I believe the original planned release date was by the end of this year, anyway, so really, we're not that far off. S...
- Sat Sep 10, 2022 12:38 am
- Forum: Mod portal Discussion
- Topic: Mod downloads failing
- Replies: 5
- Views: 836
Re: Mod downloads failing
Looks like the game failing to handle this case (the 'crashes') is fixed now: https://forums.factorio.com/viewtopic.php?f=30&t=103386 I haven't had any download problems today. The only name I remember for sure from yesterday was https://mods.factorio.com/mod/progressive-tech-multiplier, which w...
- Fri Sep 09, 2022 1:57 am
- Forum: Mod portal Discussion
- Topic: Mod downloads failing
- Replies: 5
- Views: 836
Mod downloads failing
It looks like the mod portal has had some issues this evening, mod downloads are failing with the message āInstall failed for [modname]: Download failed:ā. I had this error ingame and others have been reporting it on the factorio discord. Iām afraid I canāt upload a log file right now, hopefully oth...
- Thu Sep 08, 2022 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
- Replies: 3
- Views: 2405
Re: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
Space Exploration doesnāt use solar multipliers higher than ~16, so setting the buffer size to ~30x would solve this problem for pretty much everyone. I doubt anyone would even notice an extra half-secondās worth of energy.
- Mon Sep 05, 2022 8:29 pm
- Forum: Modding help
- Topic: Can I force certain values for other mods' startup settings?
- Replies: 3
- Views: 380
Re: Can I force certain values for other mods' startup settings?
I'm trying to make a mod that depends on other mods, and I want to make sure specific settings of those mods are enabled or disabled. This is largely because some mods will add prototypes or not depending on the value of a startup setting and my mod will depend on those prototypes existing. Is it p...
- Mon Sep 05, 2022 6:39 pm
- Forum: Mod portal Discussion
- Topic: New mod portal profile page
- Replies: 5
- Views: 862
Re: New mod portal profile page
Looks great, thank you very much. Iām loving all these mod portal features that are being rolled out! Unfortunately it doesnāt really work on mobile. The profile text only takes up the right third of my screen so most of the content is cut off⦠(for another example of unviewable content on mobile, s...
- Tue Aug 30, 2022 7:35 pm
- Forum: Not a bug
- Topic: [1.1.68] create_entity item-request-proxy doesn't raise script_raised_built
- Replies: 2
- Views: 416
Re: [1.1.68] create_entity item-request-proxy doesn't raise script_raised_built
Yep, it all works as expected, sorry for bothering you!
- Tue Aug 30, 2022 4:18 pm
- Forum: Not a bug
- Topic: [1.1.68] create_entity item-request-proxy doesn't raise script_raised_built
- Replies: 2
- Views: 416
[1.1.68] create_entity item-request-proxy doesn't raise script_raised_built
When built with `surface.create_entity` and `raise_built = true`: `script_raised_built` is not raised. `item-request-proxy` doesn't raise other *_built events but I'm not sure if it should. I'd like this so that my mod https://mods.factorio.com/mod/GhostWarnings can raise warnings after the player u...
- Thu Aug 25, 2022 10:42 pm
- Forum: Gameplay Help
- Topic: HELP get rid of red boxes surrounding everything
- Replies: 8
- Views: 2238
Re: HELP get rid of red boxes surrounding everything
I think it is shift-F6 (or maybe shift-F5/shift-F7ā¦) you can find it listed in āControlsā ingame.
- Thu Aug 25, 2022 3:54 pm
- Forum: Gameplay Help
- Topic: How to increase precision of displaying electricity consumption?
- Replies: 8
- Views: 1417
Re: How to increase precision of displaying electricity consumption?
You can run this code while hovering over a power pole. /c precision = defines.flow_precision_index.one_second network = game.player.selected.electric_network_statistics for name, _ in pairs(network.input_counts) do energy = network.get_flow_count{name = name, input = true, precision_index = precis...
- Thu Aug 25, 2022 2:48 pm
- Forum: Gameplay Help
- Topic: How to increase precision of displaying electricity consumption?
- Replies: 8
- Views: 1417
Re: How to increase precision of displaying electricity consumption?
You can run this code while hovering over a power pole. /c precision = defines.flow_precision_index.one_second network = game.player.selected.electric_network_statistics for name, _ in pairs(network.input_counts) do energy = network.get_flow_count{name = name, input = true, precision_index = precis...
- Fri Aug 19, 2022 11:05 pm
- Forum: Modding interface requests
- Topic: Hide Fluidbox Indicators in Cursor
- Replies: 1
- Views: 1221
Re: Hide Fluidbox Indicators in Cursor
This is implemented in 1.1.67 with FluidBox::hide_connection_info 
- Tue Aug 16, 2022 9:22 pm
- Forum: Not a bug
- Topic: [1.1.65] Similar fluids cannot mix, but only with manual building
- Replies: 5
- Views: 561
Re: [1.1.65] Similar fluids cannot mix, but only with manual building
When looking at the instructions for how to submit bug reports , the topic linked to this post of known issues . I found the fluid post there. And I've expanded on it at least, the inconsistent behavior between manual building and bot building in this scenario cannot be a feature. Did you read the ...