Search found 625 matches

by Xorimuth
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 ...
by Xorimuth
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...
by Xorimuth
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"...
by Xorimuth
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"...
by Xorimuth
Wed Sep 29, 2021 3:03 pm
Forum: Modding help
Topic: Mod Internal Names
Replies: 3
Views: 1350

Re: Mod Internal Names

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?
Can't go wrong with support@factorio.com, but it will likely be seen here as well.
by Xorimuth
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'.
Screenshot 2021-09-29 at 15.57.14.png
Screenshot 2021-09-29 at 15.57.14.png (413.12 KiB) Viewed 856 times
by Xorimuth
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 ...
by Xorimuth
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"...
by Xorimuth
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...
by Xorimuth
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,...
by Xorimuth
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...
by Xorimuth
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

demongo wrote:
Mon Sep 27, 2021 3:32 pm
is it on the portal or is it private, i really wanna check it out(even if its not updated)
Looks like it is here: https://mods.factorio.com/mod/factory_backbone

(FYI for anyone else reading: this thread is from 2016!)
by Xorimuth
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...
by Xorimuth
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?

mudcrabempire wrote:
Thu Sep 23, 2021 5:53 pm
Does 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.
Should be quite simple with https://wiki.factorio.com/Types/EntityP ... airable.22
by Xorimuth
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...
by Xorimuth
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...
by Xorimuth
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 ...
by Xorimuth
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.
by Xorimuth
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...
by Xorimuth
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...

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