Search found 729 matches

by Xorimuth
Fri Jan 24, 2025 2:51 pm
Forum: Duplicates
Topic: [2.0.32] Mod name colour is incorrect when highlight moves after update
Replies: 1
Views: 281

[2.0.32] Mod name colour is incorrect when highlight moves after update

To reproduce:
- Go to Mods > Updates
- Click on a mod name to highlight it (observe that the text colour goes from white/gray to black
- Click "Update"
- Observe that the mod you clicked on has been removed from the list, and the highlighted row has moved to the following mod
- Observe that the now ...
by Xorimuth
Mon Jan 06, 2025 11:35 pm
Forum: Modding help
Topic: help with a mod
Replies: 4
Views: 581

Re: help with a mod


in version 2.0 what changed "game.entity prototypes"

How can I get prototypes


I wrote a porting guide which will help you answer these questions: https://github.com/tburrows13/factorio-2.0-mod-porting-guide

Specifically, try Control+F searching for "entity_prototypes" in https://github.com ...
by Xorimuth
Tue Dec 17, 2024 1:27 pm
Forum: Technical Help
Topic: Help figuring out why gamespeed is low
Replies: 6
Views: 834

Re: Help figuring out why gamespeed is low

In case you hadn’t realised, SegmentedUnits are exclusively Demolishers on Vulcanus
by Xorimuth
Thu Dec 12, 2024 3:58 pm
Forum: Won't fix.
Topic: [2.0.23] LuaEntity minable always reads back as false
Replies: 10
Views: 1450

Re: [2.0.23] LuaEntity minable always reads back as false

I would also prefer that this 2.0 change be reverted and a separate 'would mine() succeed' API be added instead if need be. I have some code which needs to check to see if a mod has specifically set a vehicle to be un-minable, but I can't detect the difference between a mod having set `vehicle ...
by Xorimuth
Thu Dec 12, 2024 1:51 pm
Forum: Not a bug
Topic: Tooltip is not quite accurate, misleading, or incomplete.
Replies: 4
Views: 775

Re: Tooltip is not quite accurate, misleading, or incomplete.


I got a tooltip that
12-12-2024, 21-36-29.png

Well, Iron ore does not have a diamond in the Factoriopedia, yet appears to be able to have quality.

Perhaps it could be said that this is not an entity, item or equipment.

But it is confusing. And the only reason I know iron ore can have quality is ...
by Xorimuth
Wed Dec 11, 2024 3:37 pm
Forum: General discussion
Topic: What exactly happens with my vanilla save when i buy the DLC
Replies: 14
Views: 2894

Re: What exactly happens with my vanilla save when i buy the DLC




What exactly happens when i activate the DLC?
I have a save file with over 350 realtime hours played, so obviously I want to be 100% shure that the DLC doesn't kill it.

As no one else was actually answering your question....


I don't understand what this situation is where somebody would ...
by Xorimuth
Wed Dec 11, 2024 2:47 pm
Forum: Duplicates
Topic: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work
Replies: 4
Views: 564

Re: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work


Thanks for the report, this is a duplicate of https://forums.factorio.com/117194.


Thanks for the quick response, although that's unfortunate.
Sure I can do


for _, pole_name in pairs(pole_names) do
data:extend{
{
type = "string-setting",
name = "power-overload-max-power-" .. pole_name ...
by Xorimuth
Tue Dec 10, 2024 12:34 am
Forum: Duplicates
Topic: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work
Replies: 4
Views: 564

[2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work

In 1.1 I had the following:


[mod-setting-name]
power-overload-entity=__ENTITY____1____



local pole_name = "big-electric-pole"
data:extend{
{
type = "string-setting",
name = "power-overload-max-power-" .. pole_name,
localised_name = {"mod-setting-name.power-overload-entity", pole_name ...
by Xorimuth
Thu Dec 05, 2024 11:57 am
Forum: Modding interface requests
Topic: Allow spoil_result to spoil into multiple weighted items
Replies: 6
Views: 947

Re: Allow spoil_result to spoil into multiple weighted items

Puke wrote: Thu Dec 05, 2024 10:17 am Currently, you can have multiple "spoil_result" for an item. Each spoil result can have a probability to happen.
Nope, currently you can only specify a single spoil_result, unless you do more complex shenanigans with spoil_to_trigger_result.
by Xorimuth
Sun Dec 01, 2024 12:17 am
Forum: General discussion
Topic: $50 DLC and no sale is disappointing
Replies: 56
Views: 11411

Re: $50 DLC and no sale is disappointing



(Additionally, it doesn't sound like they are using their philosophy of "we must make it worth the price" with SA. They are going to work on it a bit more and then drop it, from the last FFF. Not iterate on it for a long time like they did with the base game.)


They’ve been iterating on it for ...
by Xorimuth
Fri Nov 29, 2024 2:47 pm
Forum: Modding help
Topic: [boskid] How to get the ID of a custom-event?
Replies: 6
Views: 703

Re: [boskid] How to get the ID of a custom-event?


Also, could you tell me why LuaBootstrap.generate_event_name is still available? It's a bit confusing to have two techniques to achieve the same thing (define a custom event). My guess is, it's still there for backwards compatibility but may be removed in the future – can you confirm that, or is ...
by Xorimuth
Fri Nov 29, 2024 4:34 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules
Replies: 3
Views: 3508

Re: [2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules


I have two sets of buildability rules I set up for plants - one that works on water tiles that don't collide with the player (so the plant can be placed in shallows), and one for a set of tiles I've tagged with a special collision layer (for something I want to grow on land, but not into concrete ...
by Xorimuth
Thu Nov 28, 2024 1:19 pm
Forum: Documentation Improvement Requests
Topic: SpaceLocationPrototype::draw_orbit - API documentation doesn't match
Replies: 2
Views: 495

Re: API documentation doesn't match

Agreed, when I first used it I expected it to remove the ring around the planet, rather than around the sun.
by Xorimuth
Thu Nov 28, 2024 1:16 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.22] Cannot place landfill over shallow/mud water tiles
Replies: 2
Views: 3681

Re: [2.0.22] Cannot place landfill over shallow/mud water tiles

For whatever reason, they are added to the landfill item's `tile_condition` in space-age/base-data-updates.lua. Any reason why they can't be included directly in base/item.lua?
by Xorimuth
Fri Nov 22, 2024 3:24 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 109
Views: 47985

Re: Friday Facts #438 - Space Age wrap up


I don’t know about you all, but I can’t help feeling a bit disappointed that we didn’t get one final planet focused purely on intense combat. Imagine a “hell on earth” scenario where you’re swarmed by endless enemies and forced to expand while fighting tooth and nail to survive. Don’t get me wrong ...
by Xorimuth
Fri Nov 22, 2024 5:04 am
Forum: Pending
Topic: [2.0.20] OS X Standalone -Game doesn't fully close after in game upgrade when full screened
Replies: 2
Views: 328

Re: [2.0.20] OS X Standalone -Game doesn't fully close after in game upgrade when full screened


The subject says most of the details. If I full screen factorio, and either let the self-update run, or adjust mods and factorio restarts itself, the old factorio window lurks as a full-screen "pane". I can't interact with it, and I can't close it, it just takes up a workspace while the new window ...
by Xorimuth
Thu Nov 21, 2024 7:31 pm
Forum: Ideas and Suggestions
Topic: Odd armor gridsize
Replies: 13
Views: 1472

Re: Odd armor gridsize


Why are there odd vertical gridsizes with quality armor? Pretty much all equipment has an even size, so there is a completely pointless empty row when populating a vertically odd-sized armor. Armor quality progression would be much smoother, if the vertical grid size was even.

Alternatively, if ...
by Xorimuth
Wed Nov 20, 2024 3:12 pm
Forum: Gameplay Help
Topic: How to deal with bioflux spoiling mid-swing?
Replies: 10
Views: 2641

Re: How to deal with bioflux spoiling mid-swing?


I'm having issues with inserters picking up bioflux, it spoiling mid-swing, and then the inserter can't stick the spoilage into the destination. This causes the inserter to hang trying to insert spoilage.

At first I thought I could just use another inserter with a spoilage filter to access the ...

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