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 ...
Search found 729 matches
- 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
- 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 ...
- 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
- Tue Dec 17, 2024 1:23 pm
- Forum: Modding help
- Topic: How to hide quality icon on hidden entities
- Replies: 4
- Views: 553
Re: How to hide quality icon on hidden entities
Just set the indicator scale to 0: https://github.com/notnotmelon/maraxsis ... 9d5551d7c8
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
[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 ...
- 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
Nope, currently you can only specify a single spoil_result, unless you do more complex shenanigans with spoil_to_trigger_result.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.
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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?
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Tue Nov 19, 2024 4:14 pm
- Forum: Technical Help
- Topic: [2.0.20] Space Age Save Files Do Not Appear on Starting Screen
- Replies: 7
- Views: 2029
Re: [2.0.20] Space Age Save Files Do Not Appear on Starting Screen
Since you are on linux I wonder if this could be caused by the fix for 120128 perhaps?
Ref viewtopic.php?p=638062#p638062 and https://github.com/ValveSoftware/steam- ... 2482214082
Ref viewtopic.php?p=638062#p638062 and https://github.com/ValveSoftware/steam- ... 2482214082