Search found 596 matches

by robot256
Tue Jan 10, 2023 12:36 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Replies: 6
Views: 2097

Re: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario

Most likely the issue is that second part: mod migration.lua files were never intended to run in simulations. To clarify: Do you mean that it was not intended for the simulation script to call mod migration.lua files, and the simulation script needs to be fixed by you to not call them anymore? Or d...
by robot256
Mon Jan 09, 2023 8:45 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Replies: 6
Views: 2097

Re: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario

Small update: PI-C was investigating another tutorial migration crash and discovered that the tutorial scenario script calls the migration scripts within the Lua environment of the scenario itself, not within mod sandboxes. This is the root cause for why relative path resolutions are affected, but i...
by robot256
Mon Jan 09, 2023 12:43 am
Forum: Modding discussion
Topic: How to change entity before blueprinting
Replies: 4
Views: 939

Re: How to change entity before blueprinting

Yes, that's right: https://lua-api.factorio.com/latest/events.html#on_player_setup_blueprint mapping :: LuaLazyLoadedValue(dictionary[uint → LuaEntity]) The blueprint entity index to source entity mapping. Note: if any mod changes the blueprint this will be incorrect. It's not clear from the docs, b...
by robot256
Sun Jan 08, 2023 11:10 pm
Forum: Modding discussion
Topic: How to change entity before blueprinting
Replies: 4
Views: 939

Re: How to change entity before blueprinting

You have found that the blueprint API only allows getting or setting the entire list of entities at once. That's how it's supposed to work. I do this all the time when I want to change the name of the entity in the blueprint. As long as you're modifying entity subtables and not adding/subtracting fr...
by robot256
Sun Jan 08, 2023 6:01 pm
Forum: Modding help
Topic: Any way to programatically generate localised names?
Replies: 5
Views: 924

Re: Any way to programatically generate localised names?

This is the purpose of the "localised_name" and "localised_description" properties in the data phase. See the docs for some examples, and there are a lot of topics on the forum with answers to common questions. https://wiki.factorio.com/PrototypeBase#localised_name
by robot256
Sat Jan 07, 2023 11:10 pm
Forum: Duplicates
Topic: Train Crash from Destination Change While Inside Junction
Replies: 3
Views: 671

Re: Train Crash from Destination Change While Inside Junction

Trains can never path to avoid their own tails. This is simply a reason to avoid loop junctions. You could maybe try removing all the signals inside the junction, but that limits throughput. Trains don't lose their reservation at a station when the train limit decreases, only if the station becomes ...
by robot256
Fri Jan 06, 2023 3:49 pm
Forum: Assigned
Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
Replies: 10
Views: 2258

Re: Train GUI formatted incorrectly for one type of locomotive?

What does the fuel tab look like? The fuel tab has 10 slots on a line along with a severely shrunken burning fuel bar. Cargo ship fuel tab.jpg That appears to be why the schedule tab horizontal alignment is off. Cargo ship schedule tab.jpg Thanks for looking at this. I would have expected the fuel ...
by robot256
Fri Jan 06, 2023 6:42 am
Forum: Assigned
Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
Replies: 10
Views: 2258

[Klonan] Train GUI formatted incorrectly for one type of locomotive?

With Factorio 1.1.74 and Cargo Ships 0.1.18 or 0.1.19, the Ship Engine train schedule entries and conditions are horizontally misaligned. The weird thing is that it looks normal for the Boat Engine and every other locomotive. See: https://imgur.com/a/Saq7rCv I also tried Factorio 1.1.41 and Cargo Sh...
by robot256
Thu Jan 05, 2023 9:23 pm
Forum: Minor issues
Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
Replies: 9
Views: 1598

Re: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary

The relative BP grid is only ever compared to itself, right? You get the same functional result with any 4-wide relative grid, no matter where the entities in the BP are relative to the grid. Each successive placement will be 4 tiles over from the last. Rails will still only be placed on the 2x2 abs...
by robot256
Wed Jan 04, 2023 3:43 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Replies: 6
Views: 2097

[1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario

I received a report against Cargo Ships 0.1.19 for a broken require() inside a migration script when opening a tutorial scenario from within another game (with a fairly large mod set). Log file is attached. It appears to affect only tutorials that are loaded from the Tips and Tricks library. Loading...
by robot256
Mon Jan 02, 2023 5:57 am
Forum: Modding discussion
Topic: LuaGuiElement frame with a close [X] button
Replies: 3
Views: 2090

Re: LuaGuiElement frame with a close [X] button

BlackOverlord wrote:
Mon Jan 02, 2023 2:40 am
Is there a proper way to make such frame closing with regular hotkeys (F or ESC)?
AFAIK, this is done by setting player.opened to your LuaGui root object when you make it visible, and/or responding to the events for on_gui_closed and on_gui_confirmed.
by robot256
Sun Jan 01, 2023 6:17 pm
Forum: Questions, reviews and ratings
Topic: Space Elevator not working
Replies: 7
Views: 3544

Re: Space Elevator not working

You're very welcome. Have a happy new year!
by robot256
Sun Jan 01, 2023 4:47 pm
Forum: Bug Reports
Topic: Blueprints borked after loading modpack
Replies: 10
Views: 2205

Re: Blueprints borked after loading modpack

Check if there is a Blueprint-storage.bak or similar file in your Factorio folder. You can create backups of the file yourself as well for the future. Also check if you have any blueprint items saved in the vanilla game you were playing. In-world blueprint item's can't be modified outside that save ...
by robot256
Fri Dec 30, 2022 4:46 pm
Forum: Questions, reviews and ratings
Topic: Space Elevator not working
Replies: 7
Views: 3544

Re: Space Elevator not working

Thanks, that's what we need. Your schedule is incomplete--it stops after going up to orbit because the next stop is back to loading on nauvis and it can't get there. The train schedule should be Load -> elevator up -> Unload -> elevator down. When the train is on the ground, you have to add the stat...
by robot256
Fri Dec 30, 2022 3:01 pm
Forum: Questions, reviews and ratings
Topic: Space Elevator not working
Replies: 7
Views: 3544

Re: Space Elevator not working

The only way we can know what is broken is if you post screenshots of your tracks, train schedules, and space elevator GUI control panel.
by robot256
Thu Dec 29, 2022 4:16 pm
Forum: Modding interface requests
Topic: Mining drill real output slot
Replies: 6
Views: 1658

Re: Mining drill real output slot

Rseding91 wrote:
Thu Dec 29, 2022 4:04 pm
I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing.
Thank you for the quick response! I will wait to see how it behaves with that fix in place.
by robot256
Thu Dec 29, 2022 4:22 am
Forum: Modding interface requests
Topic: Mining drill real output slot
Replies: 6
Views: 1658

Re: Mining drill real output slot

This suggestion, or something similar, would allow resolution of a years-old bug in Auto Deconstruct, so I didn't want to create a duplicate thread. I am following up on a thread from 2018 https://forums.factorio.com/viewtopic.php?f=7&t=63135 and report to the Auto Deconstruct mod author https:/...
by robot256
Mon Dec 26, 2022 7:08 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 2463

Re: "Perfect" solution for circuit network system

One use would be for example the nuclear reactors. But also other processes/actions like a well-timed railway crossing, and fun stuff with coloured lamps. An alert may sound only every few minutes and so on. Therefore I'd say a delay might start with 100 ms and reach in 100 ms steps up to 10 minute...

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