Search found 5206 matches

by eradicator
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...
by eradicator
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

Re: [1.1.39] Larger than normal mouse cursor covers numbers

HurkWurk wrote:
Mon Sep 13, 2021 3:31 pm
windows 10
I'm not on W10.

In retrospect looking at the gif it also shows a significant lag between in-game cursor (number) and real cursor position.
by eradicator
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

-DeadlyKitten wrote:
Mon Sep 13, 2021 5:50 am
downloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
You have to rename the whole folder if you want to be able to use two versions.
by eradicator
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?

Silari wrote:
Sat Sep 11, 2021 8:25 pm
which is just how the game works.
More correctly this is simply the vanilla default. Mods can activate it via zoom_to_world_can_use_nightvision.
by eradicator
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...
by eradicator
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.
norespawne.png
norespawne.png (79.14 KiB) Viewed 2617 times
by eradicator
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.
factorio_20210910-193905[000]2.avi_gifsicle.gif
factorio_20210910-193905[000]2.avi_gifsicle.gif (1001.19 KiB) Viewed 2478 times
by eradicator
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 ...
by eradicator
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.
by eradicator
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

Re: [1.1.39] create_entity ignores direction

Rseding91 wrote:
Thu Sep 09, 2021 3:36 pm
Thanks for the report. Character entities use "orientation" not direction.
That would've broken all my other code in quite obvious ways. :mrgreen:

Thanks for fixing.
by eradicator
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}}
by eradicator
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...
by eradicator
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 ...
by eradicator
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.
by eradicator
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.
by eradicator
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...
by eradicator
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?
by eradicator
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...
by eradicator
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.)
by eradicator
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...

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