Search found 57 matches

by Wiwiweb
Sun Dec 18, 2022 5:39 pm
Forum: Implemented mod requests
Topic: LuaTrain.driving_direction
Replies: 2
Views: 890

Re: LuaTrain.driving_direction

That works, thanks!
by Wiwiweb
Sun Dec 18, 2022 2:29 am
Forum: Implemented mod requests
Topic: LuaTrain.driving_direction
Replies: 2
Views: 890

LuaTrain.driving_direction

What? Add an attribute on LuaTrain that would tell us if the train is currently going forwards or backwards. It would return a new define that has 2 possible values: forwards/backwards. Why? The rules for train directionality are esoteric. As mentioned in docs: The front of the train is in the dire...
by Wiwiweb
Tue Dec 13, 2022 3:28 am
Forum: Implemented mod requests
Topic: LuaAPI: player.open_map allow to follow entity
Replies: 7
Views: 1432

Re: LuaAPI: player.open_map allow to follow entity

+1 though I'd also love to have a way to get what entity is currently being followed by the camera. My use case is that if a player's camera is following a train, and the train goes through Space Exploration's elevator, we could have the camera continue following the "new" train for a seam...
by Wiwiweb
Tue Nov 29, 2022 6:21 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.72] Recipe icon layers beyond layer 1 get tinted with a machine's ghost tint
Replies: 1
Views: 1632

[Genhis] [1.1.72] Recipe icon layers beyond layer 1 get tinted with a machine's ghost tint

barrels.jpg The barrels recipe icons are made of several layers. All layers except the first one (the metallic circles around the barrels) get tinted red or green when placing a machine. For comparison the gear recipe (single layer icon) does not get tinted. Some modded examples: modded.jpg 1) The ...
by Wiwiweb
Wed Nov 16, 2022 6:18 pm
Forum: Implemented mod requests
Topic: [Genhis] [1.1.70] LuaItemStack.swap_stack does not keep the temporary nature of items
Replies: 2
Views: 1051

[Genhis] [1.1.70] LuaItemStack.swap_stack does not keep the temporary nature of items

As discussed on discord with Klonan: https://discord.com/channels/139677590393716737/306402592265732098/1042164321213481020 Reproduction: * Get a save file with 2 characters (save file included) * Get a deconstruction planner in hand (alt+D). Dismiss it (Q). It disappears and does not go to the inve...
by Wiwiweb
Wed Oct 19, 2022 8:59 pm
Forum: Implemented mod requests
Topic: Localised string "if key is unknown use something else" (or equivalent)
Replies: 14
Views: 3957

Locale operator to silence missing keys

What? I would like to request a locale operator to silence the "Unknown key" error in the case of a missing locale key. It could look like this: {"?", {"entity-description.underground-belt"}} Why? Currently, if you print a LocalisedString that does not actually exist, ...
by Wiwiweb
Mon Oct 10, 2022 10:19 pm
Forum: Won't implement
Topic: Ability to request the nearest enemy
Replies: 4
Views: 1523

Re: Ability to request the nearest enemy

Klonan wrote: ↑
Mon Oct 10, 2022 7:52 pm
or the function already exists in the engine and C++ side,
That's apparently the case here, used for the automatic artillery targeting?
by Wiwiweb
Thu Aug 04, 2022 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
Replies: 3
Views: 3015

[1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)

TL;DR: Portable solar panels correctly get reduced power for surface.solar_power_multiplier < 1. But they do not get increased power for surface.solar_power_multiplier > 1, unlike regular solar panels which do. Simple repro setup: 1) Put on an armor with 1 battery and 1 portable solar panel. 2) Fre...
by Wiwiweb
Thu Aug 04, 2022 4:25 pm
Forum: Implemented mod requests
Topic: Allow "input-output" fluid arrows for crafting machines
Replies: 4
Views: 3430

Allow "input-output" fluid arrows for crafting machines

Here's the "casting machine" from Space Exploration and the "greenhouse" from Krastorio 2: fluid-arrows.jpg These entities have fluid boxes with `production-type = "input"` and some `pipe_connections` of type `"input-output"`. So they can pass-through fluids a...
by Wiwiweb
Sat Jul 23, 2022 7:16 pm
Forum: Not a bug
Topic: LuaPlayer.entity_copy_source is actually associated to the character, not the player
Replies: 1
Views: 746

LuaPlayer.entity_copy_source is actually associated to the character, not the player

Problem reproduction I have this setup with 2 characters and a machine (save file is attached to this post): Screenshot 2022-07-23 121100.png 1) I am currently controlling the top character. I shift-right click the assembling machine. 2) /c game.print(game.player.entity_copy_source.name) gives me &...
by Wiwiweb
Sat Jun 25, 2022 3:44 am
Forum: Resolved Problems and Bugs
Topic: [1.1.59] Downloading a mod's dependency ignores the base version requirement (unlike downloading the mod directly)
Replies: 1
Views: 2502

[1.1.59] Downloading a mod's dependency ignores the base version requirement (unlike downloading the mod directly)

Currently the "jetpack" mod has 2 versions: * 0.3.2 works on the stable branch * 0.3.3 depends on base mod 1.1.61 and therefore needs the experimental branch On the stable branch: When trying to install jetpack, Factorio will be aware of the requirement of 0.3.3, and will instead download ...
by Wiwiweb
Tue Jun 07, 2022 11:51 pm
Forum: Implemented mod requests
Topic: Expose historical data of LuaFlowStatistics
Replies: 7
Views: 3351

Re: Expose historical data of LuaFlowStatistics

I released a new version of Milestones which uses this new parameter and it now works very well when added to existing games :D

Estimations before.
Estimations after.

Thanks Xorimuth!
by Wiwiweb
Sun Jun 05, 2022 12:21 am
Forum: 1 / 0 magic
Topic: [1.1.59] Crash in single player without mods
Replies: 8
Views: 2353

Re: [1.1.59] Crash in single player without mods

Before some hardware replacement, yes. But not in the last 6 months.
I also never crashed like this in 1000+ hours of Factorio.
by Wiwiweb
Sat Jun 04, 2022 11:08 pm
Forum: 1 / 0 magic
Topic: [1.1.59] Crash in single player without mods
Replies: 8
Views: 2353

Re: [1.1.59] Crash in single player without mods

I cannot. Unfortunately I didn't have autosave on so I lost the exact state of that base. If it happens again I will update this thread.
by Wiwiweb
Sat Jun 04, 2022 10:37 pm
Forum: 1 / 0 magic
Topic: [1.1.59] Crash in single player without mods
Replies: 8
Views: 2353

[1.1.59] Crash in single player without mods

*Describe the problem as best as you can:* Unfortunately I wasn't doing anything special. I was in map view using an upgrade planner to upgrade modules, but I had been doing that for the last 10 minutes before the crash so it may be irrelevant. Save file attached. Relevant log here: (Full log attach...
by Wiwiweb
Mon May 30, 2022 4:39 pm
Forum: Won't implement
Topic: Allow mods to default custom presets
Replies: 7
Views: 2504

Re: Allow mods to default custom presets

data.raw["map-settings"]["map-settings"].enemy_evolution = { enabled = true, time_factor = 0.000001, destroy_factor = 0.001, pollution_factor = 0.0000005 } Indeed that works for enemy evolution! I didn't know updating this would affect the "Default" preset. Is there an...
by Wiwiweb
Mon May 30, 2022 2:29 pm
Forum: Won't implement
Topic: Allow mods to default custom presets
Replies: 7
Views: 2504

Re: Allow mods to default custom presets

The proper way to do what you’re after is to modify the map generation prototypes to generate how you want. Directly changing the mapgen during load and ignoring the player settings would remove the choice aspect. For an SE example, we want every "default" player who's getting into the mo...
by Wiwiweb
Thu May 19, 2022 11:16 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] Circular dependency error doesn't list all mods
Replies: 3
Views: 2566

Re: [1.1.59] Circular dependency error doesn't list all mods

+1, this specific circular dependency comes up in the SE and K2 discords more than once a week.
by Wiwiweb
Thu May 12, 2022 7:50 pm
Forum: Ideas and Suggestions
Topic: Rename mod "startup settings" to clarify that they can be changed for existing games
Replies: 5
Views: 1330

Re: Rename mod "startup settings" to clarify that they can be changed for existing games

For the setting category name itself, to me, of the listed suggestions, the first two are not clear to me, and the last two make it seem like they have nothing to do with a game at all, so I could not support any of those. I have no suggestions of my own to offer here, though. Yeah I'm not happy wi...

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