Search found 5110 matches

by Klonan
Sat Jan 07, 2023 4:26 pm
Forum: Assigned
Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
Replies: 10
Views: 2239

Re: Train GUI formatted incorrectly for one type of locomotive?

Well I have almost already fixed it in 1.2 with all the GUI cleanups,
I will add it to my TODO list
factorio-run_7oRyV6Ttfz.png
factorio-run_7oRyV6Ttfz.png (33.13 KiB) Viewed 2155 times
by Klonan
Thu Jan 05, 2023 6:43 pm
Forum: Modding help
Topic: How to set "red-ed out" inventory slots
Replies: 3
Views: 672

Re: How to set "red-ed out" inventory slots

Its part of LuaInventory:
https://lua-api.factorio.com/latest/Lua ... ry.set_bar

Internally it is called 'bar'
by Klonan
Tue Jan 03, 2023 5:26 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.74] Ammo slot filter style
Replies: 2
Views: 1683

Re: [Klonan] [1.1.74] Ammo slot filter style

Thanks for the report,

Similar to the other, I have fixed it for vehicles and spiders, but will leave the character/player slots for another time
by Klonan
Tue Jan 03, 2023 5:25 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.74] Ammo slot filter menu shows ineligible entries
Replies: 1
Views: 1405

Re: [Klonan] [1.1.74] Ammo slot filter menu shows ineligible entries

Thanks for the report, I am surprised nobody has mentioned it before

I have fixed it for vehicles and spiders for the next release

Characters and players are little bit trickier (and messier), so I might leave them for 1.2 depending on how I feel about it
by Klonan
Tue Jan 03, 2023 9:05 am
Forum: Not a bug
Topic: [1.1.74] Artillery not generating chunks
Replies: 7
Views: 1219

Re: [1.1.74] Artillery not generating chunks

aka13 wrote:
Tue Jan 03, 2023 7:44 am
3. Artillery starts shooting at unexplored chunks, which now are generated by player approach.
Hmm, well I would say for immersion, artillery shouldn't shoot at unexplored chunks, because how would it know there are spawners there?
by Klonan
Fri Dec 30, 2022 11:17 am
Forum: Resolved Problems and Bugs
Topic: [1.1.74] pathfinder issue
Replies: 4
Views: 2072

Re: [1.1.74] pathfinder issue

The information here is too general and mixed in with your own script orginisation Can you dissect out a few lines of console command or script that will accurately and reliably reproduce the issue? A small save have (50x50) and the command to show the problem will very much help us check and fix th...
by Klonan
Tue Dec 27, 2022 3:18 pm
Forum: This Forum
Topic: No notifications per email
Replies: 3
Views: 1284

Re: No notifications per email

We're having some Christmas 'fun' with our email provider, fixes are ongoing
by Klonan
Wed Dec 21, 2022 9:53 am
Forum: Not a bug
Topic: [1.1.74] No upper limit to UI scale when using hotkeys
Replies: 1
Views: 580

Re: [1.1.74] No upper limit to UI scale when using hotkeys

Hi,

Thank you for the report,
This is not a bug, the UI scale can be adjusted past the limits in the interface GUI in many ways, and we use it internally for many reasons
by Klonan
Tue Dec 20, 2022 11:07 am
Forum: Technical Help
Topic: Linked my account, lost character in offline and online games.
Replies: 4
Views: 1060

Re: Linked my account, lost character in offline and online games.

For future reference: Is there any way at all that I am able to reclaim my old character, its inventory and associated statistics? Don't really feel like losing those 200 hours worth of good times together. Just run the command in-game: /swap-players old-username new-username It will switch all the ...
by Klonan
Sat Dec 17, 2022 12:06 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] Add stack size to item-on-ground tooltip
Replies: 1
Views: 1559

Re: [Klonan] Add stack size to item-on-ground tooltip

Thanks for the report,

It is fixed for the next release:
factorio-run_9e8gxEfsPi.png
factorio-run_9e8gxEfsPi.png (127.14 KiB) Viewed 1364 times
by Klonan
Sat Dec 17, 2022 11:10 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] Fix create_spidertron()
Replies: 1
Views: 1615

Re: [Klonan] Fix create_spidertron()

Thanks for the report,

It is fixed for the next release
by Klonan
Sat Dec 17, 2022 11:06 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1] Support orientated lights on Projectile prototypes
Replies: 1
Views: 1670

Re: [Klonan] [1.1] Support orientated lights on Projectile prototypes

Thanks for the report,

It is fixed for the next release
by Klonan
Thu Dec 15, 2022 12:03 pm
Forum: Modding help
Topic: How to detect: a player is a driver or a passenger? And if so, what does he drive?
Replies: 1
Views: 478

Re: How to detect: a player is a driver or a passenger? And if so, what does he drive?

You can check if he is in a vehicle with : https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.vehicle And with the vehicle you can get the entity or player who is driving: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.get_driver Or the passenger: https://lua-api.factorio.c...
by Klonan
Tue Dec 13, 2022 7:56 pm
Forum: Implemented mod requests
Topic: LuaAPI: player.open_map allow to follow entity
Replies: 7
Views: 1350

Re: LuaAPI: player.open_map allow to follow entity

BrainGamer_ wrote:
Sun Dec 11, 2022 2:46 am
I would like to be able to have a mod open the map view that follows an entity (like the train overview GUI can).
Thank you for the request,
I have added it for the next release

Code: Select all

- Added 'entity' to LuaPlayer::open_map and LuaPlayer::zoom_to_world, which specifies an entity to follow.
by Klonan
Fri Dec 09, 2022 8:36 am
Forum: Not a bug
Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
Replies: 3
Views: 904

Re: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, can

Nidan wrote:
Fri Dec 09, 2022 6:10 am
Out of curiosity, how do robots take fire damage? At first glance, I'd sort fire into the non-targeted group, but bots certainly burn when flying over fire.
The fire flame on the ground doesn't do any filtering for collision masks, it just does damage to all entities in the fire hitbox
by Klonan
Wed Dec 07, 2022 11:17 am
Forum: Modding help
Topic: By RCON spawned Biter won´t attack
Replies: 2
Views: 536

Re: By RCON spawned Biter won´t attack

You can use `entity.set_command` and set an Idle command, with the distraction type of 'by_anything':
https://lua-api.factorio.com/latest/Con ... ml#Command
by Klonan
Sat Dec 03, 2022 10:30 pm
Forum: This Forum
Topic: Forum name change
Replies: 23
Views: 9512

Re: Forum name change

Asynchron wrote:
Sat Dec 03, 2022 8:03 pm
Hi,

Can someone change my username to Asynchron, please?

Thanks,
Asynchron.
It is done
by Klonan
Fri Dec 02, 2022 6:32 am
Forum: Modding interface requests
Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
Replies: 4
Views: 1223

Re: Add efficient method for damaging (or killing) LuaEntities from the lua API

The biters don't spawn particles if they are damaged by 'fire' damage type, if the script uses this type to do the damage it will not spawn the particles.

Mods can also add other damage types to the `damage_type_filters` in the particle trigger effects to also filter with those ones.
by Klonan
Mon Nov 28, 2022 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.72] dropdown style not supporting all font_color types
Replies: 2
Views: 1523

Re: [Klonan] [1.1.72] dropdown style not supporting all font_color types

Thanks for the report,

It is fixed for the next release

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