Search found 625 matches
- Tue Oct 05, 2021 1:12 am
- Forum: Assigned
- Topic: [kovarex] [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
- Replies: 3
- Views: 1891
Re: [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
I see it is broken because of a "fix" from https://forums.factorio.com/82117. In this particular case, when the game view is updated, there is a check if there is anything with modal focus and in such case it clears entity selection for the purpose of selectedInfoRenderer. Personally I'd ...
- Wed Sep 29, 2021 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.41] Spidertron legs don't collide with tiles using custom collision layers
- Replies: 2
- Views: 2563
[1.1.41] Spidertron legs don't collide with tiles using custom collision layers
Dev version of SWS attached (Note - not the same as the 1.2.4 from this bug report . You can see in the screenshot that the water tile and spidertron leg's share the "layer-13" collision mask, so the spidertron leg should not be able to land on the water, but it does. If I add water-tile o...
- Wed Sep 29, 2021 3:12 pm
- Forum: Documentation Improvement Requests
- Topic: Gun, ammo and projectile things when using direction or direction_only
- Replies: 0
- Views: 115
Gun, ammo and projectile things when using direction or direction_only
Some specific things from https://forums.factorio.com/viewtopic.php?p=553490#p553490 https://wiki.factorio.com/Prototype/Projectile#direction_only an explanation that it overrides the end position of the projectile https://wiki.factorio.com/Types/AmmoType#target_type target_type="direction"...
- Wed Sep 29, 2021 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] Vehicle weapon range is being ignored
- Replies: 8
- Views: 4368
Re: [1.1.41] Vehicle weapon range is being ignored
I'm unsure why target_type = "direction" is ever actually useful (vs "position" and clamp_position=true). Ok, I see a difference now - clamp_position works when you fire to a point beyond the gun range, but if you fire at a point less than the gun range then "direction"...
- Wed Sep 29, 2021 3:03 pm
- Forum: Modding help
- Topic: Mod Internal Names
- Replies: 3
- Views: 1350
Re: Mod Internal Names
Can't go wrong with support@factorio.com, but it will likely be seen here as well.DiegoPro77 wrote: ↑Wed Sep 29, 2021 3:00 pm
Seems like a brute force method.
But if this allows me to maintain all the threads, downloads, publish date, etc. I'm ok with doing this process.
Shall I contact a specific dev or generally a dev?
- Wed Sep 29, 2021 3:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding][1.1.41] Tank cannon stack size set to 5 instead of 1
- Replies: 1
- Views: 856
[Rseding][1.1.41] Tank cannon stack size set to 5 instead of 1
Just a minor incorrect prototype value: tank-cannon's stack_size is set to 5 despite never able to be held in the inventory. This adds a '1' onto its icon which really shouldn't be there. Setting stack_size=1 hides the '1'.
- Wed Sep 29, 2021 2:42 pm
- Forum: Modding help
- Topic: Mod Internal Names
- Replies: 3
- Views: 1350
Re: Mod Internal Names
You can request a change from the devs and they'll rename the mod portal internal name whilst keeping discussions, download counts, etc. But there's nothing in game to support this so players using the old name won't be able to update to a newer version with the new name automatically. If you do do ...
- Wed Sep 29, 2021 2:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] Vehicle weapon range is being ignored
- Replies: 8
- Views: 4368
Re: [1.1.41] Vehicle weapon range is being ignored
I'm unsure why target_type = "direction" is ever actually useful (vs "position" and clamp_position=true). Ok, I see a difference now - clamp_position works when you fire to a point beyond the gun range, but if you fire at a point less than the gun range then "direction"...
- Wed Sep 29, 2021 2:30 pm
- Forum: Not a bug
- Topic: [1.1.41] Cannot shift-click ammo from inventory to spidertron
- Replies: 2
- Views: 1060
[1.1.41] Cannot shift-click ammo from inventory to spidertron
To reproduce: Enter spidertron Open inventory Shift-click on a stack of rockets Observe error message Expected behaviour: Rockets enter spidertron ammo inventory This behaviour is inconsistent because it works as expected with cars and tanks. Note that it does work for all cars/tanks/spidertrons whe...
- Wed Sep 29, 2021 2:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
- Replies: 5
- Views: 3574
[StrangePan] [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
My game crashed whilst I was testing some new changes I'd made to my mod Spidertron Weapon Switcher (but I haven't recently changed any code around the spidertron switching which is where the crash was). Attached is the save and the current development version of the mod. Also uses EditorExtensions,...
- Wed Sep 29, 2021 1:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] Vehicle weapon range is being ignored
- Replies: 8
- Views: 4368
Re: [1.1.41] Vehicle weapon range is being ignored
This looks slightly more complicated than just "use lower of the 2". Gun's AttackParameters define a range for a gun which is used to decide if you can shoot given target/position. It is however not used when you have an ammo item with ammo_type.target_type=="direction" as in th...
- Mon Sep 27, 2021 5:32 pm
- Forum: Modding help
- Topic: [Solved] Need help with Layered entities
- Replies: 19
- Views: 5809
Re: [Solved] Need help with Layered entities
Looks like it is here: https://mods.factorio.com/mod/factory_backbone
(FYI for anyone else reading: this thread is from 2016!)
- Sun Sep 26, 2021 1:56 pm
- Forum: Not a bug
- Topic: [1.1.41] Mod changelog list is reversed
- Replies: 7
- Views: 2431
Re: [1.1.41] Mod changelog list is reversed
In-game the changelog is always oldest to newest, even the base game changelog, So this isn't a bug It is very unusual to have changelogs go from oldest to newest, so personally I'd prefer that the in-game changelog switches direction for both base game and mods. Almost all mods on the mod portal d...
- Thu Sep 23, 2021 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15378
Re: Can we please make constructions bots avoid fire?
Should be quite simple with https://wiki.factorio.com/Types/EntityP ... airable.22mudcrabempire wrote: ↑Thu Sep 23, 2021 5:53 pmDoes someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod.
- Thu Sep 23, 2021 10:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] Vehicle weapon range is being ignored
- Replies: 8
- Views: 4368
[Klonan] [1.1.41] Vehicle weapon range is being ignored
This is observable in vanilla but I came across it because I am trying to make different tiers of spidertrons have differently ranged cannons. It appears that this is not possible because of the following. The tank cannon has range 25 (called "Range" on the cannon tooltip). The cannon shel...
- Thu Sep 23, 2021 6:22 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
- Replies: 3
- Views: 1891
[kovarex] [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
Reproduction Run the following whilst hovering over an entity: /c game.show_message_dialog{text = "Hello there", point_to={type="entity_info"}} Expected result Dialog appears by the entity tooltip. Actual result Dialog appears in the top left with no pointing arrow (exactly as i...
- Thu Sep 23, 2021 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] Minor English locale inconsistencies
- Replies: 1
- Views: 1078
[Klonan] [1.1.41] Minor English locale inconsistencies
Hello, these are some minor inconsistencies that I've noticed. Some are more unambiguously incorrect than others. core.cfg:1982 scroll-to-change-active-specific=Use __CONTROL_STYLE_BEGIN____1__mouse wheel__CONTROL_STYLE_END__ to change active blueprint. 'mouse' should be capitalised for consistency ...
- Thu Sep 23, 2021 3:24 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 20364
Re: New API Docs website
Further to my earlier comments about monospace fonts, it would be useful if underscores had a gap between them to clearly show how many there are. Perhaps this is even more important for the wiki because of pages like https://wiki.factorio.com/Tutorial:Localisation.
- Tue Sep 21, 2021 8:15 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84602
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/LuaSettings.html#LuaSettings.get_player_settings Note: This can become invalid if during operation if the given player becomes invalid. Typo: two 'if's. What does it mean by 'operation'? Does it mean if you save the settings for that player to a variable, then cau...
- Tue Sep 21, 2021 5:29 pm
- Forum: Pending
- Topic: [1.1.39] Error on start with Sidecar (Failed to create OpenGL context: Failed creating OpenGL pixel format)
- Replies: 1
- Views: 1217
[1.1.39] Error on start with Sidecar (Failed to create OpenGL context: Failed creating OpenGL pixel format)
Could be related to https://forums.factorio.com/viewtopic.php?t=71212. It works fine with preferred-display-index=0, but gives the above error on start with preferred-display-index=1. Display index 1 is an iPad Air 4th Gen being used as an external display using Sidecar . I've played Factorio many t...