Search found 625 matches
- 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...
- 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...
- 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 thatās no longer possible. Iād say that Vanilla -> Krastorio 2 + Space Exploration -> Angel + Bob -> Pyā¦ Thereās also Nullius to stick in there somewhere, but IDK where it belongs. BZ mods, as well. Personally, Iāve barely dbbled with Krastorio a...
- 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...
- 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...
- 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?
- 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...
- Sat Sep 17, 2022 1:47 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?
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: 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...
- 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...
- 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
- 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.
- 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...
- 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...
- 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 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: 2948
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: 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...
- 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. 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 offā¦ (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: 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!
- 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...