Search found 1025 matches

by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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...
by Honktown
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.
by Honktown
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"})
by Honktown
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.
inserter hand size.png
inserter hand size.png (58.59 KiB) Viewed 1519 times
by Honktown
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.
by Honktown
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...
by Honktown
Mon Nov 14, 2022 6:56 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83908

Re: Documentation Improvement Requests

Maybe should be documented somewhere around map_gen_settings: "if there are no tiles defined to autoplace, the result for generation is always the first prototype tile, likely grass-1"

-> This is very specific and not 100% correct, we decided not to write this down.
by Honktown
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....
by Honktown
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...
by Honktown
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...
by Honktown
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 ...
by Honktown
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.
by Honktown
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.
by Honktown
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...

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