Search found 278 matches
- Wed May 31, 2017 3:18 am
- Forum: Modding help
- Topic: How do I figure out what "type" factorio object is?
- Replies: 6
- Views: 1601
How do I figure out what "type" factorio object is?
I need to know if a table passed to a function of mine is a LuaPlayer, LuaGui, LuiGuiElement, or some other Factorio "object". Simply checking for elements that don't exist works for any other table in lua but the ones representing Factorio "objects" FORCE an error even if I use ...
- Mon May 29, 2017 3:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207929
Re: Bugs & FAQ
Angel's Smelting's technology advanced glass smelting 1 is a 50% loss compared to direct smelting of silica ore. Other ores handled by Angel's Smelting are 1:1 with their first advanced smelting recipe. Then in later research you start to get more bang for your buck. Glass breaks even with the advan...
- Mon May 22, 2017 7:03 pm
- Forum: Not a bug
- Topic: [0.15.12] Changing prototypes doesn't fire on_configuration_changed
- Replies: 1
- Views: 917
Re: [0.15.12] Changing prototypes doesn't fire on_configuration_changed
on_configuration_changed is only fired if a mod is added, removed or the version (in info.json) changes. I've bit myself in the rear a few times with this in the past while updating mods. There does need to be something so as to match the defines.events.on_runtime_mod_setting_changed event: defines....
- Mon May 22, 2017 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.12] Desync LuaPlayer.cursor_position
- Replies: 3
- Views: 1990
Re: [0.15.12] Desync LuaPlayer.cursor_position
Thanks for the report. I've removed cursor_position since it's not useful in any way as it is and as you've experienced doesn't actually work in MP. I didn't know that existed. Reading cursor position would be fantastic for a pseudo-RNG. Though it would be super hard to keep it up-to-date across al...
- Mon May 22, 2017 2:08 pm
- Forum: Angels Mods
- Topic: Missing building that can make rocket fuel
- Replies: 9
- Views: 3416
Re: Missing building that can make rocket fuel
Whats missing? The only building I know of that has 5 fluid transfer points is the refinery. Try that? Look at the bottom of the tooltop. It says "Made in:" take note of the following blank space. Even if you don't have the building researched the tooltip still tells you all the buildings...
- Thu May 18, 2017 3:25 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 12468
Re: [15.11] Mapzoom Bug
Can't we just get a toggle between the views? This gives the most control to the player, and I don't think the way that it automatically switches will ever feel good anyway. I thought the automatic switch felt near perfect pre-0.15.11. In 0.15.11 it is more a hindrance than a feature. Haven't tried...
- Thu May 18, 2017 4:46 am
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 12468
Re: [15.11] Mapzoom Bug
Please revert this intentional change. It actually makes the map view harder to use. Complete opposite of what was desired.
- Thu May 18, 2017 3:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.11][Rseding] take_screenshot segfault on delted surface
- Replies: 13
- Views: 4999
Re: [0.15.11][posila] take_screenshot segfault on delted surface
Well I just copied the code OP gave in his/her most recent post into an addon and I managed to get the crash...exactly once . I could not get it to happen a second time. I changed literally nothing. *scratches head* 84.333 Checksum for script __ScreenshotCrash__/control.lua: 1298138742 91.021 Error ...
- Wed May 17, 2017 11:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] Shift-click power pole has no range limit.
- Replies: 4
- Views: 3032
Re: [0.15.5] Shift-click power pole has no range limit.
I can still do this in pure vanilla 0.15.11. I've even attached an example save. http://i.imgur.com/mW6N83l.png Stay on the bricks and zoom way out. Hold shift and left-click the big power pole that is also on bricks. If that doesn't work check the game controls for whatever your "Remove Pole C...
- Wed May 17, 2017 1:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.11][Rseding] take_screenshot segfault on delted surface
- Replies: 13
- Views: 4999
Re: [0.15.6][posila] take_screenshot crashes for script.on_event
I guess I figured out the issue in the current version: I do delete the surface immediately after taking the screenshot. Apparently the screenshot is now taken asynchronously so the referred surface no longer exists. I guess I can somehow work around the issue, and I suppose it's reasonable for Fac...
- Tue May 16, 2017 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.11][Rseding] take_screenshot segfault on delted surface
- Replies: 13
- Views: 4999
Re: [0.15.6][posila] take_screenshot crashes for script.on_event
Based on the name of the mod "seedmapper" I'm wondering if the game.take_screenshot that is actually in the mod includes the option position parameter that points to the chunk being generated. That would certainly crash the game. At that zoom level taking a screenshot using the position of...
- Tue May 16, 2017 7:21 pm
- Forum: Pending
- Topic: [15.0.10] minimap resizes on hover
- Replies: 3
- Views: 1319
Re: [15.0.10] minimap resizes on hover
I've only seen the sidebar resize like that when hovering over something that has an inventory (or logistic network stuff) and the inventory contents are displayed in the sidebar.
- Tue May 16, 2017 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] Shift-click power pole has no range limit.
- Replies: 4
- Views: 3032
Re: [0.15.5] Shift-click power pole has no range limit.
I'm not a fan of infinite reach mods. I do use a personalized version of the double reach mod that doubles reach if and only if reach is < 10. Default reach is 6, I think? So it should not have been that as the max would only be 18 in that case. Not near far enough to disconnect wires on a power pol...
- Tue May 16, 2017 3:40 pm
- Forum: Implemented mod requests
- Topic: game.take_screenshot additions.
- Replies: 2
- Views: 2075
Re: game.take_screenshot additions.
I know this is an old post but I figured I would revive it rather than duplicate it. Would it be possible to add these additions to the screenshot function? The camera GUI element can already specify what surface it wants. I figure adding that to the screenshot function shouldn't be "too much&q...
- Tue May 16, 2017 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Setting tint does not work on roboport overlays
- Replies: 7
- Views: 2897
Re: [0.15.10] Setting tint does not work on roboport overlays
Would be nice if it worked on those utility sprites too. Puts a real dampener on making a colorblind helper mod. :/
- Sun May 07, 2017 11:53 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120061
Re: [MOD 0.12.12+] Research queue 1.2.6
It's obvious (*READ* the replies to that bug report) that it's RQ's fault. It is only RQ's fault in that it revealed a bug in Factorio. Factorio was meant to show that error to mod devs and the Factorio devs only in 0.15. Players were never meant to see the error. Instead the error was only showing...
- Sun May 07, 2017 6:55 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 47895
Re: Version 0.15.7
Put my vote in too for 5,8,11! Did the math for the new recipe cost. Red UG would need increased, again, to 50 gears. Blue UG can be left at 80 gears. That is 23.1 iron per tile while blue belt is 21.5. The 0.15.8 cost per tile was a little high (25.8 iron per tile) but with the new length it evens ...
- Sun May 07, 2017 2:21 pm
- Forum: Modding help
- Topic: Working around sprite rectangle error in 0.15.7+?
- Replies: 0
- Views: 460
Working around sprite rectangle error in 0.15.7+?
So I have a mod that appears in the list of mods to disable after the breaking change in 0.15.7 (https://forums.factorio.com/46437) however my mod "shouldn't" appear in that list. One bug report later: https://forums.factorio.com/46784 It turns out that any that modifies data.raw["gui...
- Sun May 07, 2017 2:09 pm
- Forum: Modding discussion
- Topic: Breaking change in 0.15.7
- Replies: 9
- Views: 6213
Re: Breaking change in 0.15.7
I was really banging my head off the desk trying to figure this one out when I managed to create a small dozen line (that could really be reduced to a one-liner mod that would trigger the issue.) Glad to know what the cause is. Believe I'm actually creating the gui-style in the wrong way causing my ...
- Sun May 07, 2017 1:50 pm
- Forum: Minor issues
- Topic: [Rseding91] [for 0.16] [0.15.x] Mod Settings Menu does not update in SP properly.
- Replies: 12
- Views: 4675
Re: [Rseding91] [0.15.x] Mod Settings Menu does not update in SP properly.
I don't know how hard it would be to implement but here is my idea. When the mod setting dialog is opened have the engine create an internal mod-settings-pending table and copy the mod settings current game state to the pending table IF AND ONLY IF the pending table is nil. Have the mod settings dia...