Search found 1033 matches
- Sat Mar 18, 2023 3:11 pm
- Forum: This Forum
- Topic: to request my own thread be moved
- Replies: 4
- Views: 1632
to request my own thread be moved
I have a few threads, particularly in modding api requests, which i can say are "solved" / "no longer a request". It was mentioned to me by a user that i could request a thread be moved, but I feel in err to use the normal report reasons. The posts do not break the rules... But i...
- Sat Mar 18, 2023 10:04 am
- Forum: Already exists
- Topic: Icons in the shortcut bar: PLEASE allow larger icons
- Replies: 1
- Views: 1383
Re: Icons in the shortcut bar: PLEASE allow larger icons
I found out I can! So I made a mod for it (Larger Shortcut Icons)! This request can be moved to a graveyard.
- Fri Mar 17, 2023 2:44 am
- Forum: Modding interface requests
- Topic: localised_description for turret-attack technology modifier (if not more)
- Replies: 0
- Views: 443
localised_description for turret-attack technology modifier (if not more)
What I expected: to be able to set a localised_description or 'effect_description' on modifier effects. Particularly turret-attack. Why: I can dynamically make a new turret in data, but there is no way to add a correct localised_string for the description. They are fixed to {"modifier-descripti...
- Mon Mar 06, 2023 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] walking input gets jammed if start_walking permission changes
- Replies: 1
- Views: 1753
[1.1.77] walking input gets jammed if start_walking permission changes
Expectation: 1) press a movement key while one does not have permission to walk 2) no movement 2) release movement key 3) permission is allowed again (group change or permission change within group) 4) press same movement key 5) start moving What happens: 4) press same movement key 5) no movement 5)...
- Sat Mar 04, 2023 7:51 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] loaders don't rotate heat connection
- Replies: 1
- Views: 1998
[1.1.77] loaders don't rotate heat connection
(was requested to split from another post) Expected: heat pipe to rotate if loader direction rotates Following this post: viewtopic.php?f=7&t=105438 heat energy does work, but, apparently, the heat pipes don't rotate with the loader even though the direction changes after placing and rotating, c...
- Sat Mar 04, 2023 7:24 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Loader fluid energy source, TO fluid change problem
- Replies: 1
- Views: 1796
[1.1.77] Loader fluid energy source, TO fluid change problem
(was requested to split from another post) Expected: an existing loader to migrate from electric / heat source to fluid (I think it affected both) Following this post: https://forums.factorio.com/viewtopic.php?f=7&t=105438 It doesn't: One of the original states: local es = { type = "electri...
- Sat Mar 04, 2023 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] migrating to color setting doesn't default + other "issue"
- Replies: 1
- Views: 1715
[1.1.77] migrating to color setting doesn't default + other "issue"
changing a string-setting to a color-setting does not reset the color to default (there's the button for default'ing, thankfully)
Other issue: other values (string, number) are not an error. I'd expect them to be.
Other issue: other values (string, number) are not an error. I'd expect them to be.
- Fri Mar 03, 2023 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Loader electric energy buffer looks bugged - wrong buffer size, double buffering
- Replies: 1
- Views: 2162
[1.1.77] Loader electric energy buffer looks bugged - wrong buffer size, double buffering
Some observations: The buffer fills twice for loader energy usage. Specified buffer_capacity is ignored and is set to a small value? (15kJ -ish per lane? something * energy_per_item per lane?) data-final-fixes: local es = { type = "electric", usage_priority = "primary-input", -- ...
- Mon Feb 27, 2023 10:29 pm
- Forum: Pending
- Topic: [1.1.56] emissions_per_minute on an accumulator is weird
- Replies: 3
- Views: 1429
Re: [1.1.56] emissions_per_minute on an accumulator is weird
1) An accumulator with emissions on the energy source can never emit pollution yet is targeted in a pollution cloud.
2) An accumulator which is indestructible and has emissions on the energy source is targeted for pollution attack, while an indestructible assembler isn't.
2) An accumulator which is indestructible and has emissions on the energy source is targeted for pollution attack, while an indestructible assembler isn't.
- Sat Feb 18, 2023 10:21 pm
- Forum: Bug Reports
- Topic: [1.1.76] Specific crafting oddity with multiple recipes for ingredients
- Replies: 2
- Views: 892
- Sat Feb 18, 2023 10:01 pm
- Forum: Bug Reports
- Topic: [1.1.76] Specific crafting oddity with multiple recipes for ingredients
- Replies: 2
- Views: 892
[1.1.76] Specific crafting oddity with multiple recipes for ingredients
Description: A recipe can be crafted when it shows no number in the corner, an ingredient is red, and there is an alternative ingredient recipe available. Why is this a bug? : The behavior I've always seen and expect, is when there is a not-used-in-the-decomposition-cost recipe for an ingredient, th...
- Wed Feb 08, 2023 5:28 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 97790
Re: Documentation Improvement Requests
https://lua-api.factorio.com/1.1.76/eve ... ck_changed
I believe there's some minor typo/grammar issues:
vs
I believe there's some minor typo/grammar issues:
Called after a players cursorstack changed in some way.
vs
-> Yup, fixed for 1.1.79.Called after a player's cursor stack changed in some way.
- Sun Feb 05, 2023 10:04 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 97790
Re: Documentation Improvement Requests
The documentation is wrong for connect_neighbour -> WireConnectionDefinition [quote]wire :: defines.wire_type Wire color, either defines.wire_type.red or defines.wire_type.green. [/quote] This is incorrect if the source entity is a power switch, and the target is to be connected by copper wire. Run...
- Mon Jan 30, 2023 5:08 pm
- Forum: Implemented mod requests
- Topic: Add radius_visualisation_specification to scripting api
- Replies: 2
- Views: 957
Re: Add radius_visualisation_specification to scripting api
A file can be required in two different stages, though of course it will not be the same as if the file required twice in the same stage. I use a 'constants' kind of file for that. It won't match if another mod changes that value of yours (in data), but that'd be something to resolve with them (depe...
- Fri Jan 27, 2023 12:19 pm
- Forum: Modding interface requests
- Topic: Extending usefulness of linked inventory (and script inventory)
- Replies: 1
- Views: 765
Extending usefulness of linked inventory (and script inventory)
Goal: Have a persistent LuaInventory held in code that is also compatible with an entity (at least writable to) Two methods, which currently don't work: Method 1) Create linked chest, use link_id as identification, and get_inventory(defines.inventory.chest) as LuaInventory. Destroy chest. Problem: L...
- Fri Jan 27, 2023 11:25 am
- Forum: Implemented mod requests
- Topic: Permitting a number for ForceIdentification
- Replies: 2
- Views: 867
Permitting a number for ForceIdentification
ForceIdentification force_index was recently added to allow a lightweight version of force.index everywhere modders only cared for the index... but without ForceIdentification allowing the index, this results in it not being useful in some cases. create_entity can't use it thing.force_index is a re...
- Sun Jan 22, 2023 11:21 am
- Forum: Not a bug
- Topic: [1.1.76] What is the blending mode for LuaRendering color?
- Replies: 1
- Views: 703
[1.1.76] What is the blending mode for LuaRendering color?
Expectation: Rendering's color to behave like tint, and the default blendmode to be: normal . Here is code used to draw squares (more complicated than it needs to be, I know), and something must be selected: /c local player = game.player local surface = player.surface local selected = player.selecte...
- Sat Jan 14, 2023 12:48 am
- Forum: Minor issues
- Topic: [1.1.76] Crash with blob of Explosive Biters
- Replies: 2
- Views: 892
Re: [1.1.76] Crash with blob of Explosive Biters
Since it happened again, here's another stacktrace:
- Fri Jan 13, 2023 8:04 pm
- Forum: Minor issues
- Topic: [1.1.76] Crash with blob of Explosive Biters
- Replies: 2
- Views: 892
[1.1.76] Crash with blob of Explosive Biters
Context: Was playing Warptorio2 + Expansion, which includes the Explosive Biters mod. Biters stampede in massive blobs with nothing to attack (an already reported issue with accumulator emissions). 1) big ol' blob of small biters 2) one (or more) dies, explodes 3) explosive biter fission 4) stack ov...
- Tue Jan 10, 2023 1:30 pm
- Forum: Modding interface requests
- Topic: Make it an error to access global outside of events
- Replies: 4
- Views: 824
Re: Make it an error to access global outside of events
... Good point, they do run in a special context, as is. They have access to game. An exception would have to be made for on_configuration_changed, too, as maybe the mod didn't use global on first release, but a later version they added it. Hence, "should". If they didn't need global unti...