Search found 5206 matches
- Mon Sep 13, 2021 9:15 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83102
Re: Small documentation improvement requests
(I accidentally deleted curi's original comment, but thankfully it is preserved in this reply. Whoopsie) https://wiki.factorio.com/Tutorial:Localisation#Built-in_parameters says "We can also use this for items and entities etc.", but there is no list of acceptable keywords anywhere. Yea, i...
- Mon Sep 13, 2021 4:17 pm
- Forum: Minor issues
- Topic: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers
- Replies: 5
- Views: 2489
- Mon Sep 13, 2021 1:56 pm
- Forum: Not a bug
- Topic: [1.1.38] crash if atempting to update a game when the exe was renamed
- Replies: 5
- Views: 2010
Re: [1.1.38] crash if atempting to update a game when the exe was renamed
You have to rename the whole folder if you want to be able to use two versions.-DeadlyKitten wrote: ↑Mon Sep 13, 2021 5:50 amdownloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
- Sun Sep 12, 2021 3:04 pm
- Forum: Gameplay Help
- Topic: Radar/zoomed map night vision?
- Replies: 6
- Views: 2661
Re: Radar/zoomed map night vision?
More correctly this is simply the vanilla default. Mods can activate it via zoom_to_world_can_use_nightvision.
- Sat Sep 11, 2021 4:50 pm
- Forum: Modding interface requests
- Topic: LuaSurface.create_entity{type='character-corpse', armor_picture_mapping=???}
- Replies: 1
- Views: 810
LuaSurface.create_entity{type='character-corpse', armor_picture_mapping=???}
Character corpse prototypes in data stage can define an armor_picture_mapping , but at runtime I see no way to either read this or spawn a corpse with a specific armor mapping. My mod Eradicator's Character Additions would look a bit nicer if I could pass i.e. the name of an armor prototype to creat...
- Sat Sep 11, 2021 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.39] Game finished ignores confirm with e
- Replies: 1
- Views: 2617
[Klonan] [1.1.39] Game finished ignores confirm with e
Tooltip shows "Confirm (E)" but nothing happens when pressing e.
- Fri Sep 10, 2021 5:40 pm
- Forum: Minor issues
- Topic: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers
- Replies: 5
- Views: 2489
Re: [1.1.39] Larger than normal mouse cursor covers numbers
I got used to it.
- Fri Sep 10, 2021 1:06 pm
- Forum: Wiki Talk
- Topic: Vehicle flamethrower.
- Replies: 6
- Views: 3373
Re: Vehicle flamethrower.
Frankly, I did not fully understand your comment. Is there an error after all, or what is the reason? If my speculations are correct then yes and no. I'll rephrase my speculation : The games has 60 updates per second (UPS) and thus no single thing can happen more often than 60 times per second. So ...
- Thu Sep 09, 2021 6:44 pm
- Forum: Wiki Talk
- Topic: Vehicle flamethrower.
- Replies: 6
- Views: 3373
Re: Vehicle flamethrower.
If I had to guess I'd say the game has 60UPS, so to get 67.5/s of anything you'd have to do that thing twice every 8 ticks. Other parts of the engine usually don't support doing "the same thing twice per tick" (i.e. assembline machines), so maybe the wiki value is just theoretical.
- Thu Sep 09, 2021 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.39] create_entity ignores direction
- Replies: 3
- Views: 2659
- Thu Sep 09, 2021 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.39] create_entity ignores direction
- Replies: 3
- Views: 2659
[Rseding91] [1.1.39] create_entity ignores direction
According to the doc create_entity accepts direction, but when trying to spawn a character it's always spawned facing north. Did not test with other entity types.
Code: Select all
/c game.player.surface.create_entity{name='character', direction=defines.direction.south, position={0,0}}
- Thu Sep 09, 2021 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Request by Line
- Replies: 15
- Views: 2497
Re: Logistic Request by Line
First we fight years that we cannot put items into the request list twice. Erroneous grammar makes that ambigious. Are you saying "we" fought for or against being able to add the duplicates? I remember no such fight. But I know on which side I would've fought ;). ___ The general idea soun...
- Thu Sep 09, 2021 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15095
Re: Can we please make constructions bots avoid fire?
[...]Mrvn's suggestion about returning to a roboport at half health sounds like three lines of the code. I understand, there will be slightly more code, but anyway this is very simple solution. I have learnt over the years to never ever assume the simplicity of a change in the code (and yes, there ...
- Wed Sep 08, 2021 2:30 pm
- Forum: General discussion
- Topic: Welcome to vinzenz
- Replies: 11
- Views: 4271
Re: Welcome to vinzenz
Is Wube on a hiring spree?
Welcome @Tobias1595.
Welcome @Tobias1595.
- Tue Sep 07, 2021 12:27 pm
- Forum: Minor issues
- Topic: [0.17.7] Requiring lua scripts from other mods: incorrect path to file
- Replies: 2
- Views: 2326
Re: [0.17.7] Requiring lua scripts from other mods: incorrect path to file
If you want cross-mod-require to work fully correctly you need every single "require" to use the full mod prefix and path to the file and never use relative paths. It would be nice if the base game would lead by example :mrgreen: as it's currently not easy to cross-require base game files.
- Mon Sep 06, 2021 2:58 pm
- Forum: General discussion
- Topic: Modding & Game Terminology & Dictionary Consensus. GLOSSARY
- Replies: 5
- Views: 2254
Re: Terminology & Dictionary Consensus.
These seem to be suggestions for the https://wiki.factorio.com/Glossary which does have entries for entities and outposts. Ironically that glossary describes a "Boostrap factory" as the entire factory used to complete the research tree before starting to plan a megabase. As most people do...
- Mon Sep 06, 2021 12:49 pm
- Forum: Duplicates
- Topic: "No pictures to put in atlas"
- Replies: 3
- Views: 1804
Re: "No pictures to put in atlas"
The final error message blames Realistic Fusion Reactors. Does it work if you disable that mod?
- Fri Sep 03, 2021 4:10 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 20004
Re: New API Docs website
P.S. The URL layout hasn't changed, and if it ever does, there will be redirects in place forever. I hate link rot as much as the next person. This is nice to know. However "events.html" is "Events.html" in the new version, breaking all links to it. [Edit: Also redirects don't w...
- Fri Sep 03, 2021 12:09 pm
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 2193
Re: on_player_placed_equipment by mod/player
Afaik the player can only insert into grids they have an open gui of. So you should be able to isolate the cases that are definetly by script, leaving a mangled rest of player-or-script situations. (Based on basic logic without having had a look at the events.)
- Thu Sep 02, 2021 1:18 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 20004
Re: New API Docs website
Your screenshot comparison also shows well that the new design needs much more horizontal space to display the same information. The old design imho flows better. And as I don't have an extra screen just for docs that's pretty important for me too. Quite honestly the "old" layout is one o...