Search found 1033 matches

by Honktown
Fri Nov 10, 2023 6:09 am
Forum: Resolved Requests
Topic: The grammar for description of selection_box has a little weirdness
Replies: 2
Views: 557

The grammar for description of selection_box has a little weirdness

https://lua-api.factorio.com/1.1.95/prototypes/EntityPrototype.html#selection_box The selection box is usually a little bit bigger than the collision box, for tileable entities (like buildings) it should match the tile size of the building. At first, I was confused, reading it as: The selection box...
by Honktown
Thu Nov 09, 2023 5:57 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 577
Views: 322355

Re: Thank you (Make the dev-team happy today!)

Bugs and (often enough) behaviors are rapidly addressed by devs. It's kind ridiculous how Factorio can get patched up multiple times in a week or day but other games can take years, and often, never, to fix bugs. Not just with fixing a bug, but also replying if something isn't a bug, a won't fix, pr...
by Honktown
Wed Nov 01, 2023 6:32 am
Forum: Modding interface requests
Topic: Pipe categories for allowed neighbor-pipes
Replies: 1
Views: 482

Re: Pipe categories for allowed neighbor-pipes

pipe could be replaced with "fluidbox" in some of the early "pipe"s. I was thinking on the pipe connection definition level, but then realized it would be easier on the fluidbox concept level. It could be implemented, pipe connection wise.
by Honktown
Wed Nov 01, 2023 6:29 am
Forum: Modding interface requests
Topic: Pipe categories for allowed neighbor-pipes
Replies: 1
Views: 482

Pipe categories for allowed neighbor-pipes

(did a brief search and couldn't find a similar topic) The idea: certain pipe connections can only connect to other pipes. The goal: allowing pipe restrictions for a fluid. This idea would also allow a mod to pipe-weave if multiple / compatible categorization were implemented. An example implementat...
by Honktown
Sat Oct 07, 2023 8:46 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] item-with-tag that has tags in assembler output breaks crafting (very edge case)
Replies: 1
Views: 1039

[Rseding91] item-with-tag that has tags in assembler output breaks crafting (very edge case)

Veeery niche bug: when an assembler produces an item-with-tags, it will fail to output anything if there's a tagged version in the output slot. The machine does not halt, and will continue to fail to produce. Files: item-with-tags-production_bug_0.0.1.zip Reproduction: 1) make a tagitem by handcraft...
by Honktown
Sat Oct 07, 2023 5:31 am
Forum: Modding interface requests
Topic: Opening a trash inventory, in itself
Replies: 0
Views: 336

Opening a trash inventory, in itself

A normal inventory can be opened, and a script inventory can be opened (and is only openable) through assigning it to .opened. Trash inventories don't have this behavior, but opening them separately would allow relative guis anchored to the trash inventory. The original discussions was someone wante...
by Honktown
Sun Aug 20, 2023 2:07 am
Forum: Modding interface requests
Topic: request_slot_count for LuaPlayer
Replies: 1
Views: 473

request_slot_count for LuaPlayer

It's not apparent from LuaPlayer that there is a way to get the last request slot, instead of guessing the last slot, or using the, I believe, undocumented limit of 1000 slots. Having it as a LuaControl for player and entity "would be nice". It makes sense a character is required for reque...
by Honktown
Sun Aug 20, 2023 1:45 am
Forum: Documentation Improvement Requests
Topic: The limit for logistic request slots
Replies: 0
Views: 416

The limit for logistic request slots

I believe there is a limit of 1000 logistic slots for players, and whatever else has them. This does not seem to be documented anywhere. Could there be a mention on perhaps get_personal_logistic_slot and set_personal_logistic_slot?
by Honktown
Tue Aug 15, 2023 9:30 pm
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 2093

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

ilbJanissary wrote:
Mon Aug 14, 2023 2:33 pm
After getting it to work, I reverted back to my original settings and now it continues to work.
I've no idea what's going on at this point.
Do you have a dual-gpu system with an integrated GPU perhaps?
by Honktown
Sun Aug 13, 2023 6:17 am
Forum: Minor issues
Topic: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
Replies: 4
Views: 1615

Re: Dedicated servers crash when attempting to boot in HR mode if any of the graphics go over the pixel limit for SR gra

Reproduced:

Here's my config if needed:
config.ini
(50.49 KiB) Downloaded 78 times
Installing SE, setting high sprite animations and 2048 atlas size seems enough to trigger it.

Game loads fine (and uses a 4k atlas), but headless:
factorio-current.log
(46.07 KiB) Downloaded 67 times
by Honktown
Sun Aug 13, 2023 6:14 am
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 2093

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

It appears I never tested the last case when I noticed the atlas was using 4k despite set to 2k. I am able to reproduce the error. Only SE is needed to reproduce it: 1) SE 2) HR mode and 2048 atlas size 3) factorio.exe --dump-data (mine seems to find the relative config correctly, but here it is any...
by Honktown
Sat Aug 12, 2023 9:29 pm
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 2093

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

I was thinking, the graphics side could request the atlas canvas from the gpu but not care if it is larger than requested. I'm on an NVidia 1060 which is mildly dated, but by no means a "low-end" gpu. I may not be able to reproduce the error if it won't return a 2048 surface for the atlas....
by Honktown
Sat Aug 12, 2023 9:19 pm
Forum: Modding interface requests
Topic: Icon or text indicating mod is zip or folder in game
Replies: 2
Views: 564

Re: Icon or text indicating mod is zip or folder in game

You saying that some mods didn't update after updating makes it sound related to a bug where version selection (and all other mod versions in general) is ignored if there is an unversioned folder of the mod. No, sorry, there simply wasn't a newer version. For some reason I did extract the mod. I ma...
by Honktown
Fri Aug 11, 2023 11:16 pm
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 2093

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

Strange. I am on a UHD screen, which I would not expect to matter but I don't know.

Attaching an image:
half-size-atlas-image.jpg
half-size-atlas-image.jpg (589.27 KiB) Viewed 2022 times
by Honktown
Fri Aug 11, 2023 11:07 pm
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 2093

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

Fortunately had the mods downloaded, and in the json I see this: "hr_version": { "filename": "__space-exploration-graphics__/graphics/entity/gate/hr/fragment-14-a.png", "width": 832, "height": 2176, One assumption later: (that since the game atlas si...
by Honktown
Fri Aug 11, 2023 10:10 pm
Forum: Modding interface requests
Topic: Icon or text indicating mod is zip or folder in game
Replies: 2
Views: 564

Icon or text indicating mod is zip or folder in game

I was updating+loading some mods I don't normally have active, and, one not updated was extracted which could've caught me by surprise, had I made changes. It turned out I hadn't edited the mod after unzipping, but I didn't realize until I was closely inspecting which mods did and did not update, an...
by Honktown
Fri Aug 11, 2023 9:36 pm
Forum: Minor issues
Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Replies: 11
Views: 2093

Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul

I am unable to reproduce on Windows and version 1.1.88, with normal graphics or 'high' set, and factorio.exe --dump-data in the bin/x64 directory. Mods are default settings, current SE + Combat Mechanics Overhaul (optional dependency). Alien Biomes puts the mods and version in the log: 2.432 Script ...
by Honktown
Wed Jul 05, 2023 10:38 pm
Forum: Modding interface requests
Topic: Using LuaSurface.find_nearest_enemy* with min_distance
Replies: 6
Views: 1074

Re: Using LuaSurface.find_nearest_enemy* with min_distance

I did not see shooting_state before, thanks. Strange. I see it's in the bottom of a LuaEntity, and I searched for many different terms...
by Honktown
Mon Jul 03, 2023 12:03 am
Forum: Modding interface requests
Topic: Using LuaSurface.find_nearest_enemy* with min_distance
Replies: 6
Views: 1074

Re: Using LuaSurface.find_nearest_enemy* with min_distance

The vehicle having equipment grids with lasers would work for detecting nearby enemies... And ironically might make sense in context (equipping the vehicle with an auto-attack sensor). However many equipments it takes to attack only on min-range on some weapon, swapping out as needed. *Can* vehicles...

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