Search found 27 matches
- Sun Nov 03, 2024 11:25 pm
- Forum: Modding interface requests
- Topic: Upgrade planer alternatives
- Replies: 0
- Views: 96
Upgrade planer alternatives
There are destruction_alternative, and factoriopedia_alternative properties that allow entities with differing properties to be merged into a single (player facing) entity in all the selections. However, this doesn't apply to the upgrade planer. When a player tries to make an upgrade planer they see...
- Sun Nov 03, 2024 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.14] Loaders do not retain loader_filter_mode upon upgrade
- Replies: 1
- Views: 520
[boskid] [2.0.14] Loaders do not retain loader_filter_mode upon upgrade
When upgrading a loader to the next_upgrade the loader_filter_mode is reverted to "none".
- Wed Oct 30, 2024 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.12] Loader entity with energy source does not operate at advertised speed
- Replies: 1
- Views: 592
[boskid][2.0.12] Loader entity with energy source does not operate at advertised speed
Loader entities that have an energy source configured may not operate at the correct speed. The loaders (and belts) below, from the top down, are supposed to operate at the following Item/s speeds: 3.75 15 30 45 60 90 135 180 225 270 The displays show the item rate passing by x100. In the upper pict...
- Tue Oct 29, 2024 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Loader love
- Replies: 0
- Views: 195
Loader love
There are a few posts on various functionality modders (and players) would like to see added to loaders. Some of the features have been added in 2.0, and for that we thank you. However, there are some that leave the effort feeling a little incomplete. I'll try and consolidate them here. Our friend t...
- Fri Oct 25, 2024 2:35 am
- Forum: Implemented mod requests
- Topic: [2.0.10] Loader filters can not be configured as blacklist
- Replies: 4
- Views: 289
[2.0.10] Loader filters can not be configured as blacklist
At least for output based loaders we should be able to configured the filter as a blacklist based filter.
- Fri Oct 25, 2024 2:24 am
- Forum: Not a bug
- Topic: [2.0.10] Loaders in input configuration ignore filter
- Replies: 1
- Views: 135
[2.0.10] Loaders in input configuration ignore filter
Now that the GUI is available for input configured loaders. When a filter is set it is ignored by the input loader and still transfers items that do not match the filter. On one had I can sort of see an argument that says since a loader is a dead end, everything should be dumped into the container. ...
- Mon Oct 21, 2024 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.7] Loader UI cannot be opend when loader-type == input
- Replies: 1
- Views: 697
[boskid][2.0.7] Loader UI cannot be opend when loader-type == input
When using game provided loader entities the UI does not open if the loader-type is set as input. The changelog does point out that the loader is now circuit connectable, however it it not possible to configure circuit conditions, filters, or enable transfer reading while the loader is an input load...
- Sun Jun 18, 2023 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.85] Missing events when ghost getting replaced in some circumstances
- Replies: 1
- Views: 730
[1.1.85] Missing events when ghost getting replaced in some circumstances
I am working with a custom entity that used LuaEntity.tags to manage custom settings and see some inconsistencies to when events are or are not getting fired. It also seems like this has been a long discussed topic with several differing answers, and current behavior doesn't seem to consistantly mat...
- Wed May 24, 2023 4:44 pm
- Forum: 1 / 0 magic
- Topic: [1.1.82] Crash in lua
- Replies: 3
- Views: 1274
Re: [1.1.82] Crash in lua
I have several hours (and auto-saves) hosting the game on another service without issue. As you suggested, I think the hosting service may have been having issues. Thanks for the analysys of the dump, and sorry for the goose chase.
-Kryo
-Kryo
- Tue May 23, 2023 2:32 pm
- Forum: 1 / 0 magic
- Topic: [1.1.82] Crash in lua
- Replies: 3
- Views: 1274
Re: [1.1.82] Crash in lua
You may be right. I was just seting up GTX to give them a try. Didn't capture the first crash. In the 24 hrs since then I have have had a few _different_ issues. I'll load this back up on a different service and see what happens.
- Mon May 22, 2023 9:01 pm
- Forum: 1 / 0 magic
- Topic: [1.1.82] Crash in lua
- Replies: 3
- Views: 1274
[1.1.82] Crash in lua
On a dedicated server (Windows 10 - GTX Gaming) Running 1.1.82 with several mods (K2 SE and several others). I've had a couple of crashes this morning immediately after an auto-save. The most recent logs and dump file are attached. Not sure what other information is needed. Exerpt from log file 2228...
- Tue Oct 26, 2021 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
- Replies: 6
- Views: 4544
Re: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
Yeah.. was doing exactly that.. I think I've narrowed it down to a single mod: (Edited: More likely just a consistent / reliable trigger) Companion_Drones Starting a new game with all default settings and only this mod causes the error. Removing this mod from the game and leaving my entire list allo...
- Tue Oct 26, 2021 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
- Replies: 6
- Views: 4544
[1.1.43] Error Util.cpp:83: double value not in range for fixed point number
When starting up (starting a new game, or an existing save) it crashes on load of the game with:
"2406.267 Error Util.cpp:83: double value not in range for fixed point number"
I have a long list of mods loaded, I'll start seeing if I can narrow it down to a specific one, or set.
"2406.267 Error Util.cpp:83: double value not in range for fixed point number"
I have a long list of mods loaded, I'll start seeing if I can narrow it down to a specific one, or set.
- Wed Oct 20, 2021 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.24] choose-elem-button missing some signals
- Replies: 4
- Views: 3165
Re: [0.18.24] choose-elem-button missing some signals
- Wed Oct 20, 2021 6:05 pm
- Forum: Modding interface requests
- Topic: API: Add PrototypeFilter for type="signal"
- Replies: 3
- Views: 2563
API: Add PrototypeFilter for type="signal"
TL;DR; Desire to filter / limit the signals presented by the "choose-elem-button" LuaGuiElement type. Specifically in the case of implementing an extension to a constant combinator (e.g. https://mods.factorio.com/mod/LTN_Combinator_Modernized ) the special signals (signal-each, signal-anyt...
- Wed Oct 20, 2021 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinator improvment
- Replies: 13
- Views: 3594
Re: Constant combinator improvment
I'm sorry if this is too self promoty... I don't know if you're using LTN or not, but LTN Combinator Modernized has _some_ of what you're looking for. While it is mostly intended for use with LTN, it can be used as a stand alone constant combinator. https://mods.factorio.com/mod/LTN_Combinator_Moder...
- Sun Sep 12, 2021 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Filter fuel input
- Replies: 1
- Views: 756
Filter fuel input
TL;DR Ability to place a filter on the input of fuel to furnaces. Primarily to inhibit consuming recipe ingredients that have a fuel value as fuel. What ? As added reference https://forums.factorio.com/viewtopic.php?p=552365#p552365 In addition to the fix done here, it would also be nice to have a ...
- Sun Jul 25, 2021 12:27 am
- Forum: Modding interface requests
- Topic: on_fast_replace event please
- Replies: 5
- Views: 1861
Re: on_fast_replace event please
Just running into a desire to have this as well. Particularly when dealing with custom / compound entities that don't have settings to "keep in place". Need to inspect the current situation and record state to apply to the newly placed entity(ies). I also noticed that robots do not fire on...
- Tue May 25, 2021 4:54 am
- Forum: Pending
- Topic: [kovarex] [1.1.34] Desync when copying BP with missing modded entities
- Replies: 1
- Views: 1340
[kovarex] [1.1.34] Desync when copying BP with missing modded entities
There are a few conditions that set this up. Save game was created pre-1.1.34 (I used 1.1.33 for the repro) BP was created with a modded entity pre-1.1.34. (again, created in 1.1.33) The mods here are Inlaid Lamps Extended and Bob's Logistics Must be multi-player. I could not reproduce in single-pla...
- Wed Jan 13, 2021 2:39 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 64864
Re: [0.17/0.18] LTN Combinator
Based on Dockmeister's original.
Works in 1.1, and the ui has been rewritten to a more current look.
https://mods.factorio.com/mod/LTN_Combinator_Modernized
Works in 1.1, and the ui has been rewritten to a more current look.
https://mods.factorio.com/mod/LTN_Combinator_Modernized