Search found 625 matches

by Xorimuth
Mon Sep 26, 2022 1:47 am
Forum: General discussion
Topic: What comes next in this sequence?
Replies: 22
Views: 8682

Re: What comes next in this sequence?

Is Py more complicated than Seablock, or less, or just different? I've started a new Seablock run for now to get back into things, and I never did finish Seablock last time around. But I'd be open to an even crazier mod. Not necessarily masochism for masochism's sake (you could always just have a m...
by Xorimuth
Sun Sep 25, 2022 11:01 pm
Forum: General discussion
Topic: What comes next in this sequence?
Replies: 22
Views: 8682

Re: What comes next in this sequence?

Is Py more complicated than Seablock, or less, or just different? I've started a new Seablock run for now to get back into things, and I never did finish Seablock last time around. But I'd be open to an even crazier mod. Not necessarily masochism for masochism's sake (you could always just have a m...
by Xorimuth
Sun Sep 25, 2022 8:45 pm
Forum: General discussion
Topic: What comes next in this sequence?
Replies: 22
Views: 8682

Re: What comes next in this sequence?

IIRC people used to add Py to the AngelBob pair, but thatā€™s no longer possible. Iā€™d say that Vanilla -> Krastorio 2 + Space Exploration -> Angel + Bob -> Pyā€¦ Thereā€™s also Nullius to stick in there somewhere, but IDK where it belongs. BZ mods, as well. Personally, Iā€™ve barely dbbled with Krastorio a...
by Xorimuth
Fri Sep 23, 2022 11:48 am
Forum: General discussion
Topic: What should I do when I need to play Factorio?
Replies: 17
Views: 2995

Re: What should I do when I need to play Factorio?

Idk, if it is safe, but I guess they are occupied with the switch-version for some time. Why not try something heavily modded? This will presumably be different to the DLC (unless the mods are similar to DLC, which is quite unlikely) Or maybe ONI, Timberborn, Captian of Industry. Although, Deathwor...
by Xorimuth
Thu Sep 22, 2022 3:02 am
Forum: Resolved Problems and Bugs
Topic: [Tobias][1.1.69] Modded tips and tricks simulations not working in multiplayer
Replies: 2
Views: 1850

[Tobias][1.1.69] Modded tips and tricks simulations not working in multiplayer

I don't really know what's going on here: the simulation works fine in single player, and all the vanilla simulations are working fine on this server. The migration file that it is complaining about looks fine to me (but why is it being applied to my simulation anyway?!). To replicate, join the publ...
by Xorimuth
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: 1298

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?
by Xorimuth
Sun Sep 18, 2022 10:33 am
Forum: General discussion
Topic: What should I do when I need to play Factorio?
Replies: 17
Views: 2995

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...
by Xorimuth
Sat Sep 17, 2022 1:46 pm
Forum: Translations
Topic: where can I find the rest of the translation files?
Replies: 4
Views: 2721

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...
by Xorimuth
Fri Sep 16, 2022 10:25 pm
Forum: Modding help
Topic: How do I find the "what" in data.raw.what?
Replies: 2
Views: 843

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...
by Xorimuth
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: 1879

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 :)
by Xorimuth
Mon Sep 12, 2022 10:41 pm
Forum: Implemented mod requests
Topic: alt_reverse_selection for Selection tools
Replies: 7
Views: 3482

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.
by Xorimuth
Sat Sep 10, 2022 10:35 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 165955

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...
by Xorimuth
Sat Sep 10, 2022 12:38 am
Forum: Mod portal Discussion
Topic: Mod downloads failing
Replies: 5
Views: 1261

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...
by Xorimuth
Fri Sep 09, 2022 1:57 am
Forum: Mod portal Discussion
Topic: Mod downloads failing
Replies: 5
Views: 1261

Mod downloads failing

It looks like the mod portal has had some issues this evening, mod downloads are failing with the message ā€œInstall failed for [modname]: Download failed:ā€. I had this error ingame and others have been reporting it on the factorio discord. Iā€™m afraid I canā€™t upload a log file right now, hopefully oth...
by Xorimuth
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: 2948

Re: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)

Space Exploration doesnā€™t 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-secondā€™s worth of energy.
by Xorimuth
Mon Sep 05, 2022 8:29 pm
Forum: Modding help
Topic: Can I force certain values for other mods' startup settings?
Replies: 3
Views: 632

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...
by Xorimuth
Mon Sep 05, 2022 6:39 pm
Forum: Mod portal Discussion
Topic: New mod portal profile page
Replies: 5
Views: 1307

Re: New mod portal profile page

Looks great, thank you very much. Iā€™m loving all these mod portal features that are being rolled out! Unfortunately it doesnā€™t really work on mobile. The profile text only takes up the right third of my screen so most of the content is cut offā€¦ (for another example of unviewable content on mobile, s...
by Xorimuth
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: 631

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!
by Xorimuth
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: 631

[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...

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