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by Xorimuth
Thu Oct 31, 2024 1:01 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 82
Views: 36236

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game


It’s obvious they’re trying to squeeze extra out of fans who have already supported the game over the years, making us buy the DLC with full price to access what should have been a fresh title.


If you're already a fan and therefore own base Factorio, it doesn't make any difference to you ...
by Xorimuth
Thu Oct 31, 2024 4:04 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.13] Crash with grid.take_all() on ghost equipment
Replies: 1
Views: 806

[Rseding91] [2.0.13] Crash with grid.take_all() on ghost equipment

To reproduce:
- Place spidertron
- Place ghost equipment in spidertron (I did ghost fission reactor, using remote view)
- Hover cursor over spidertron
- Run `/c local saved = game.player.selected.grid.take_all()`
- Observe crash

49.668 Time travel logging:
49.667 Player 0 ran command: local saved ...
by Xorimuth
Thu Oct 31, 2024 3:57 am
Forum: Duplicates
Topic: [2.0.13] Crash when setting player.spidertron_remote_selection
Replies: 2
Views: 400

[2.0.13] Crash when setting player.spidertron_remote_selection

I haven't worked out how to reproduce this outside of my mod. The following lines (in spidertron_lib.lua) seem to be causing it
local spidertrons_selected = player.spidertron_remote_selection or {}
table.insert(spidertrons_selected, spidertron)
player.spidertron_remote_selection = spidertrons ...
by Xorimuth
Mon Oct 28, 2024 5:09 pm
Forum: Modding help
Topic: RecipePrototype::allow_productivity = true not actuating in Space Age
Replies: 2
Views: 493

Re: RecipePrototype::allow_productivity = true not actuating in Space Age

Can you post a screenshot of the "allowed modules" tooltip that shows all the other modules but not productivity? (Don't crop it, show the whole screen)
by Xorimuth
Mon Oct 28, 2024 1:15 pm
Forum: Translations
Topic: [2.0.11] Missing Spanish translation in "Tricks and Tips"
Replies: 1
Views: 337

Re: [2.0.11] Missing Spanish translation in "Tricks and Tips"

If an English text string is changed, then in the very next version, it will be untranslated in all languages. Assuming the translators in crowdin get to it before the subsequent version, it will get automatically fixed then.

You can check the string on https://crowdin.com/project/factorio/ and re ...
by Xorimuth
Mon Oct 28, 2024 1:01 am
Forum: Technical Help
Topic: Update ruined years long map?
Replies: 5
Views: 883

Re: Update ruined years long map?

Just deleting all lua files in the save game will probably also fix the problem.
by Xorimuth
Mon Oct 28, 2024 12:57 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.11] Control+F in choose-elem-gui doesn't work
Replies: 1
Views: 1371

[raiguard][2.0.11] Control+F in choose-elem-gui doesn't work

The engine ignores Control+F when a mod GUI is set to `player.opened`. This also prevents Control+F working for choose-elem-buttons, which is bad.
For an example, install Factory Search mod :D
by Xorimuth
Mon Oct 28, 2024 12:55 am
Forum: Assigned
Topic: [boskid] [2.0.11] Mod selection tool selecting tile-ghosts when not wanted
Replies: 0
Views: 244

[boskid] [2.0.11] Mod selection tool selecting tile-ghosts when not wanted

In Module Inserter Simplified 2.1.0 I have the following selection tool:
select = {
border_color = { r = 0, g = 1, b = 0 },
cursor_box_type = "copy", -- Green
mode = {"same-force", "any-entity"},
entity_type_filters = {"mining-drill", "furnace", "assembling-machine", "lab", "beacon", "rocket ...
by Xorimuth
Fri Oct 25, 2024 11:33 pm
Forum: Duplicates
Topic: Non-digit characters (especially 'e') in number fields
Replies: 8
Views: 848

Re: Non-digit characters (especially 'e') in number fields


If any letter should be accepted it would be `e` though, supporting scientific shorthand like 1e3 for 1000 would be awesome


That’s exactly what it is doing. It doesn’t support most letters, but it will do maths expressions like 5*15 or scientific notation like 3e7. Still though… I’d much rather ...
by Xorimuth
Fri Oct 25, 2024 3:11 pm
Forum: Gameplay Help
Topic: F-SA without Space. What are my options?
Replies: 3
Views: 2401

Re: F-SA without Space. What are my options?

You could just use blueprints for your ships instead of designing them yourself.

There aren't currently any mods for that as far as I'm aware. However, the commands for teleporting to a new planet are trivial.

To generate the other planet's surfaces, do `/c game.planets["gleba"].create_surface ...
by Xorimuth
Fri Oct 25, 2024 12:46 pm
Forum: Gameplay Help
Topic: Ho to open map without zooming out every time?
Replies: 28
Views: 4805

Re: Ho to open map without zooming out every time?

Honestly I played ~40 hours of SA and I never even noticed that this had changed, let alone be bothered by it.
by Xorimuth
Fri Oct 25, 2024 12:30 pm
Forum: News
Topic: Factorio: Space Age is here!
Replies: 126
Views: 110616

Re: Factorio: Space Age is here!


It seems like there are undocumented changes to crafting recipes? For example, I noticed all the power poles require copper cables now instead of plates. Is this just an issue where the unofficial wiki was wrong about these recipes?


Undocumented?

> Electric poles are always crafted from copper ...
by Xorimuth
Fri Oct 25, 2024 10:01 am
Forum: Modding help
Topic: How to base a surface on a LuaSurfacePrototype?
Replies: 5
Views: 666

Re: How to base a surface on a LuaSurfacePrototype?


I've some surfaces that are strictly for mod-internal purposes, not intended to be visited by players. But the surfaces I've created are visible in the "Surfaces" GUI from Remote view. So, I want to hide my surfaces.

Luckily we now have the LuaSurfacePrototype, where we can set the properties ...
by Xorimuth
Fri Oct 25, 2024 3:21 am
Forum: Modding discussion
Topic: Will installing the editor extensions mod disable acheivements for my game?
Replies: 2
Views: 684

Re: Will installing the editor extensions mod disable acheivements for my game?

Simply disabling the mod will allow you to resume collecting steam achievements.
by Xorimuth
Thu Oct 24, 2024 11:35 am
Forum: Gameplay Help
Topic: [2.0.7] Melting ice platform
Replies: 4
Views: 2516

Re: [2.0.7] Melting ice platform


That's a shame, the mechanic is in the game so I wonder why they didn't set it up. Several other tiles in the code refer to a thawed or a frozen variant, so clearly there's some sort of temperature threshold in the game that tiles use to change from one to the other.

Just did some testing.

data ...
by Xorimuth
Wed Oct 23, 2024 3:58 pm
Forum: General discussion
Topic: $50 DLC and no sale is disappointing
Replies: 56
Views: 10984

Re: $50 DLC and no sale is disappointing

BlueTemplar wrote: Wed Oct 23, 2024 3:30 pm
Crookedvulture wrote: Tue Oct 22, 2024 1:56 am [...]
and it’s largely due to local pricing.
[...]
But it clearly isn't, since the expansion costs as much as the base game regardless of local pricing.
Well plenty of people complain about base game pricing too.
by Xorimuth
Wed Oct 23, 2024 12:08 pm
Forum: Ideas and Suggestions
Topic: Please add "Left-click to throw" weapons again
Replies: 5
Views: 1478

Re: Please add "Left-click to throw" weapons again




That was it. Thanks a lot!


Then how do you plan to use the new spidertron remote? :)


Spoilers! :D I've not got to Spidertrons yet, I'm still messing about with grenades and follower bots - I'll probably repost when I get to that point. Are you finding an issue with that?


Spidertron ...
by Xorimuth
Wed Oct 23, 2024 8:26 am
Forum: Ideas and Suggestions
Topic: Please add "Left-click to throw" weapons again
Replies: 5
Views: 1478

Re: Please add "Left-click to throw" weapons again

DK_ wrote: Wed Oct 23, 2024 8:13 am That was it. Thanks a lot!
Then how do you plan to use the new spidertron remote? :)
by Xorimuth
Tue Oct 22, 2024 8:24 am
Forum: Modding help
Topic: 2.0 mod porting guide
Replies: 5
Views: 4546

2.0 mod porting guide

Here’s a guide I wrote for porting mods to 2.0.

Most importantly disable quality mod before starting to port your mods!
https://gist.github.com/tburrows13/687f ... a437e86cfa
by Xorimuth
Tue Oct 22, 2024 8:03 am
Forum: Modding help
Topic: OK, is there guide to upgrate mod to 2.0?
Replies: 6
Views: 2115

Re: OK, is there guide to upgrate mod to 2.0?

https://gist.github.com/tburrows13/687f7dc86da1840624575ba437e86cfa

Here’s a porting guide. Note step 1: disable quality mod when porting! . Your errors are nothing to do with quality mod. Quality mod expects correctly defined recipes, and your recipes are not correctly defined. Disable quality mod ...

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