Search found 1025 matches
- Wed Dec 28, 2022 12:00 pm
- Forum: Won't implement
- Topic: request for supports_bar() on entity prototypes
- Replies: 3
- Views: 1554
Re: request for supports_bar() on entity prototypes
This request can be moved to a graveyard or whatever: After discussing it with rseding at length, it turned out supports bar is only a GUI modification: it shows or doesn't show the [X]. The inventory of the entity doesn't actually change. This behavior was then added to the wiki: https://wiki.facto...
- Tue Dec 27, 2022 11:50 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83908
Re: Documentation Improvement Requests
https://lua-api.factorio.com/1.1.74/LuaSurface.html#LuaSurface.request_path path_resolution_modifier :: int? Defines how coarse the pathfinder's grid is. Smaller values mean a coarser grid (negative numbers allowed). Allowed values are from -8 to 8. Defaults to 0. A meaning to apply to this number w...
- Tue Dec 27, 2022 2:20 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83908
Re: Documentation Improvement Requests
A small bit with settings (global variable) and writing settings, it upsets github's Lua Lint or something, as it's listed as read only? I don't know how to better describe it: e.g. https://github.com/ILLISIS/Constructron-Continued/actions/runs/3782031980/jobs/6429423111 Related, under the descript...
- Sun Dec 25, 2022 9:28 pm
- Forum: Modding interface requests
- Topic: item prototype flag: "hide-from-module-tooltip"
- Replies: 0
- Views: 390
item prototype flag: "hide-from-module-tooltip"
"hide-from-fuel-tooltip", "hide-from-bonus-gui", "hidden" exist, but not hiding a module. There is also ammo tooltips, guns... any place in theory that can't hide things, supposing, but I am currently only desiring hiding a module. Obvious mod to see: Alien Loot Economy...
- Wed Dec 07, 2022 5:42 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83908
Re: Documentation Improvement Requests
https://lua-api.factorio.com/1.1.74/LuaTechnologyPrototype.html#LuaTechnologyPrototype.research_unit_count_formula The count formula used for this infinite research. nil if this research isn't infinite. Technology with multiple levels also have a research count formula, and it comes up. Since a tech...
- Wed Dec 07, 2022 5:33 am
- Forum: Minor issues
- Topic: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
- Replies: 3
- Views: 1090
Re: [1.1.73] LuaTechnology artillery upgrades has upgrade set to false
I wouldn't call this a bug - there is only one technology. upgrade = true is for when there are multiple technologies and "they should be shown as one that keeps going". https://wiki.factorio.com/Prototype/Technology#upgrade That's how upgrade's behavior is described, and that's how it's u...
- Wed Dec 07, 2022 5:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.74] Paste doesn't work with cursor_stack_temporary
- Replies: 1
- Views: 1690
[Genhis] [1.1.74] Paste doesn't work with cursor_stack_temporary
cursor_stack_temporary returns false for a paste, but it's a blueprint that disappears when clear cursor is pressed.
- Fri Dec 02, 2022 8:59 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
- Replies: 3
- Views: 1940
Re: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
Adding: it also doesn't work in just game.print:
Code: Select all
/c game.print({"?",{"item-name.ice-cream"},"no ice cream"})
- Wed Nov 30, 2022 4:52 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Bonuses window, inserter stack bonus, small detail for inserters with stack_size_bonus > 0
- Replies: 1
- Views: 1519
[1.1.72] Bonuses window, inserter stack bonus, small detail for inserters with stack_size_bonus > 0
In the bonuses screen, the bonus listed has 1 pre-added, which makes it incorrect for non-1 inserters.
The normal stack inserter capacity would be 1+2 = 3, the modded one in the tooltip, 4+2 is obviously not 3. Same thing for non-stack inserters.
The normal stack inserter capacity would be 1+2 = 3, the modded one in the tooltip, 4+2 is obviously not 3. Same thing for non-stack inserters.
- Fri Nov 25, 2022 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Error when trying to unzip the downloaded file
- Replies: 4
- Views: 819
Re: [1.1.72] Error when trying to unzip the downloaded file
This also occurs to me on Windows 7. For some reason another archive tool like 7-zip works fine.
- Fri Nov 25, 2022 6:37 pm
- Forum: Modding discussion
- Topic: api /next/ address exists, but is outdated?
- Replies: 1
- Views: 674
api /next/ address exists, but is outdated?
https://lua-api.factorio.com/next/ exists, and at the time of this post, shows an outdated 1.1.53 version (neither stable nor experimental) I did a google search for LuaInventory, and noticed /next/ was one of the results, but... as mentioned, is outdated (current version 1.1.72) It appears /next/ c...
- Mon Nov 14, 2022 6:56 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83908
Re: Documentation Improvement Requests
-> This is very specific and not 100% correct, we decided not to write this down.
- Thu Nov 10, 2022 2:10 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502605
Re: Simple Questions and Short Answers
Did anyone else ever notice nests spawning through cliffs? I must have a few k h on the clock by now, but I just noticed this yesterday for the first time. I usually leave gapless cliff lines in my perimeter defense line largely undefended, but it seems that's no air tight strategy. It makes sense....
- Sun Nov 06, 2022 7:08 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83908
Re: Documentation Improvement Requests
LuaRecipe.ingredients 1) The example ingredients being here, in my opinion, doesn't match it not being in the description of LuaRecipePrototype.ingredients 2) The amounts in the advanced oil processing are incorrect (off by 10x) : {{type="fluid", name="crude-oil", amount=10}, {t...
- Fri Nov 04, 2022 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.70] Freeze on close when audio device is disconnected
- Replies: 4
- Views: 853
- Thu Nov 03, 2022 4:01 am
- Forum: Assigned
- Topic: [Klonan] [1.1.70] [modded] strange inventory limit X position for specific inventory sizes
- Replies: 0
- Views: 630
[Klonan] [1.1.70] [modded] strange inventory limit X position for specific inventory sizes
Expectation: predictable pattern for inventory limiter X position? What happens: Weird positioning for sizes 6-11 in vanilla (maybe 12), with the mod Custom Production UI this slightly changes so that only sizes 7-11 are incorrect strange_X_position.png At multiples of 12, the X bar stays in the low...
- Tue Nov 01, 2022 1:07 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83908
Re: Small documentation improvement requests
https://lua-api.factorio.com/1.1.70/Migrations.html A question someone brought up and discovered, prototype migrations do not allow changing one prototype to another if the original still exists, right? The context was they wanted to switch modular armor to their 'armor-with-grid-1' prototype, and ...
- Mon Oct 31, 2022 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.70] Freeze on close when audio device is disconnected
- Replies: 4
- Views: 853
Re: [Donion] [1.1.70] Freeze on close when audio device is disconnected
Thank you. It's not a significant issue to me. I noticed it when I accidentally pulled out an audio device.
- Mon Oct 31, 2022 8:59 pm
- Forum: Pending
- Topic: [1.1.69] Crash at random times
- Replies: 4
- Views: 1097
Re: [1.1.69] Crash at random times
Did a search, this thread looks related: viewtopic.php?t=102720
Unfortunately they did not find a fix and it became worse (error on start-up), but the crashes and environment look similar.
Unfortunately they did not find a fix and it became worse (error on start-up), but the crashes and environment look similar.
- Mon Oct 31, 2022 2:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.70] Freeze on close when audio device is disconnected
- Replies: 4
- Views: 853
[Donion] [1.1.70] Freeze on close when audio device is disconnected
What happens: If the current audio device is disabled / unplugged, the executable cannot close, whether by hitting alt-f4 or quitting a game to the main menu. A game does not have to be started. If the device is disabled / unplugged at the main menu the game can't close. Expectation: Game successful...