Search found 530 matches

by Silari
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,...
by Silari
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...
by Silari
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.
by Silari
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

Re: Mod Suggestion: Removing/Changing spoilage on an item-by-item Basis

kiaolsl wrote: Mon Nov 11, 2024 8:12 am Can you check it? I tried but it didn't work.
Nope. As I said, I don't own SA. You can try putting it in data-final-fixes.lua instead, with a dependency set for the Space Age mod. That'd make sure SA isn't overwriting it. Beyond that, :shrug:
by Silari
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...
by Silari
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.
by Silari
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...
by Silari
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.
by Silari
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.
by Silari
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...
by Silari
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...
by Silari
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,...
by Silari
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.
by Silari
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...
by Silari
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
by Silari
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...
by Silari
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...
by Silari
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...
by Silari
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.
by Silari
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.

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