Search found 530 matches
- Thu Nov 21, 2024 4:25 am
- Forum: Questions, reviews and ratings
- Topic: Unexpected behavior with UtilitySprites::fuel_icon
- Replies: 2
- Views: 78
Re: Unexpected behavior with UtilitySprites::fuel_icon
You're probably being bitten with the same problem I was with No Power Icons - the fuel-icon utility sprite doesn't seem to be used by anything anymore. You need to replace the ["burner-usage"]["fuel"]["icon"] instead. There are separate icons for items which burn fuel,...
- Wed Nov 20, 2024 1:27 am
- Forum: Technical Help
- Topic: Crash "Satellite" Cannot send any Rockets
- Replies: 6
- Views: 365
Re: Crash "Satellite" Cannot send any Rockets
Your save has an old version of the scenario control.lua/freeplay.lua files. It's supposed to get updated by the game when it loads the save in a new version, but sometimes that fails. Fixing it isn't difficult, but you need to alter your save file to fix it. 1) back up your save game somewhere safe...
- Sat Nov 16, 2024 4:08 pm
- Forum: General discussion
- Topic: Editor & research 'trigger' technology
- Replies: 1
- Views: 143
Re: Editor & research 'trigger' technology
There was another post, either here or on reddit, that said in editor mode you should able to click the research button in the tech screen for trigger technologies to immediately unlock them while in editor mode. The button will show up in that mode.
- Mon Nov 11, 2024 9:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Suggestion: Removing/Changing spoilage on an item-by-item Basis
- Replies: 3
- Views: 653
- Sat Nov 09, 2024 3:31 pm
- Forum: Not a bug
- Topic: Why don't solar panels and accumulators bring up the Electric graph?
- Replies: 2
- Views: 157
Re: Why don't solar panels and accumulators bring up the Electric graph?
Beyond that, there's the issue that they can be in multiple electric networks, or none, so how could the game know which one you want? You'd need a new dialog to choose between them, and that seems too much dev time spent on something that saves a second or two finding a nearby pole, which is then u...
- Fri Nov 08, 2024 4:10 pm
- Forum: Balancing
- Topic: lds productivity research
- Replies: 2
- Views: 266
Re: lds productivity research
Prod is capped to 300% to avoid exactly that happening.
- Fri Nov 08, 2024 3:42 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] Corrupted Save(s) while debugging.
- Replies: 20
- Views: 727
Re: [2.0.14] Corrupted Save(s) while debugging.
Actually, someone found a reproduction for this here viewtopic.php?f=30&t=120101 In a rare first, "invalid bool loaded from input file" was an engine bug! So this issue is now fixed for the next release. Thank you for fast reaction! Please fix my save too) Or how can i fix it by mysel...
- Mon Nov 04, 2024 8:11 pm
- Forum: Modding interface requests
- Topic: Event for machine crafting complete
- Replies: 3
- Views: 124
Re: Event for machine crafting complete
There was a more clear no response in viewtopic.php?f=28&t=47728 though even that one wasn't moved to Won't Implement.
- Sun Nov 03, 2024 7:49 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] Standalone Tech Cards v2?
- Replies: 4
- Views: 170
Re: [Idea/Request] Standalone Tech Cards v2?
2.0.1 is up with Space Age packs included, thanks to BraceCaperCat's idea to use the SA ones. I juggled a few, including old ones, around to what seemed to make the most sense.
- Sun Nov 03, 2024 6:05 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] Standalone Tech Cards v2?
- Replies: 4
- Views: 170
Re: [Idea/Request] Standalone Tech Cards v2?
I've popped a version up for 2.0 since I was already looking into it. No support for Space Age packs yet, but I'll look into those later. The idea to reuse the SE ones is pretty good (K2 graphics are LPGL3 so no issues there), and it also might be possible to tweak the existing cards into new versio...
- Sun Nov 03, 2024 5:44 pm
- Forum: Modding interface requests
- Topic: Transfer items between inventories with limit
- Replies: 4
- Views: 185
Re: Transfer items between inventories with limit
Ran into this issue with Manual Logistics. I never found a way to deal with these easily. As is, it defaults to ignoring items with health/durability/grids, because dealing with those would take a lot of extra work. It'd be nice to have tools in the API to deal with those easier - the ability to hav...
- Sat Nov 02, 2024 4:37 pm
- Forum: Modding help
- Topic: What are the new ways of getting request_slot_count?
- Replies: 4
- Views: 216
Re: What are the new ways of getting request_slot_count?
I've had to look into this for Manual Logistics, and it looks like using the # operator on the filters property of the logistic point works if you just want the count. mylogpt = mychar.get_logistic_point(defines.logistic_member_index.character_requester) log(#mylogpt.filters) gives the output of 35,...
- Fri Nov 01, 2024 11:33 pm
- Forum: Modding help
- Topic: entitty popup dialog
- Replies: 3
- Views: 160
Re: entitty popup dialog
Ctrl+Shift+E for the prototype explorer sounds like what you mean.
- Wed Oct 30, 2024 10:51 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Suggestion: Removing/Changing spoilage on an item-by-item Basis
- Replies: 3
- Views: 653
Re: Mod Suggestion: Removing/Changing spoilage on an item-by-item Basis
If you just want the one item to not spoil, it should be as simple as a single line in data.lua: data.raw.tool["agricultural-science-pack"].spoil_ticks = nil Can't test it myself as I don't own SA, and the prototype docs are completely lacking any kind of info for spoil_ticks, but that's h...
- Mon Oct 28, 2024 9:25 pm
- Forum: Modding help
- Topic: [2.0/Space Age] Hiding surfaces from the remote view
- Replies: 2
- Views: 178
Re: [2.0/Space Age] Hiding surfaces from the remote view
You can hide surfaces by force, see this post from Klonan when someone asked for that functionality: viewtopic.php?f=28&t=117449&p=625259&hi ... ce#p625259
- Mon Oct 28, 2024 9:24 pm
- Forum: Modding discussion
- Topic: A mod to disable Achievments
- Replies: 2
- Views: 177
Re: A mod to disable Achievments
You should be able to delete all the achievements from the data.raw and be fine. data.raw["achievement"] = nil data.raw["build-entity-achievement"] = nil data.raw["change-surface-achievement"] = nil data.raw["combat-robot-count-achievement"] = nil data.raw[&qu...
- Mon Oct 28, 2024 8:56 pm
- Forum: Modding discussion
- Topic: Struggle with waterpump mod
- Replies: 9
- Views: 857
Re: Struggle with waterpump mod
Can the Stone Water Well mod be 'forked'. I have been using my locally modified version for years. I don't see any licensing info on the mod page. And Discussions are locked there as well. (There should be a law against this.) I plan to update it for 2.0 and others might find this helpful. Every mo...
- Mon Oct 28, 2024 2:08 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 119
- Views: 44569
Re: Factorio: Space Age is here!
Hallo. I have the following issue when i want to start a new game in single player. Error while running event level::on_init() __level__/freeplay.lua:58: attempt to index global 'global' (a nil value) stack traceback: __level__/freeplay.lua:58: in function 'on_init' __core__/lualib/event_handler.lu...
- Sun Oct 27, 2024 5:39 pm
- Forum: Modding help
- Topic: control.lua: attempt to index global
- Replies: 3
- Views: 182
Re: control.lua: attempt to index global
'global' was renamed to 'storage' in 2.0. You need to find anywhere that tries to access global and update the name.
- Sat Oct 26, 2024 11:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Limiting animation speed of production machines
- Replies: 2
- Views: 157
Re: Limiting animation speed of production machines
CraftingMachinePrototype has the match_animation_speed_to_activity property. If it's set to false animations shouldn't change speed based on how fast/slow the assembler is moving.