Search found 39 matches

by Hanakocz
Mon Mar 11, 2024 5:53 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20277

Re: Friday Facts #401 - New terrain, new planet

I like this, but there is one obvious question. Why the SHALLOW WATER wasn't incorporated? :)
by Hanakocz
Fri Jan 05, 2024 12:43 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 24702

Re: Friday Facts #392 - Parametrised blueprints

Now, we can build blueprint with script/command from blueprint item, will we be able to send parameters via this method too?
by Hanakocz
Fri Nov 03, 2023 2:20 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 29766

Re: Friday Facts #383 - Super force building

I quite don't like that you can just mine landfill and make water barriers even easier. It breaks biters extremely much and makes fighting part of the game a bit of a joke. Can we make it that undoing landfill doesn't return the original water but shallow water instead? That way it makes better sens...
by Hanakocz
Tue Oct 31, 2023 11:45 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 35519

Re: Friday Facts #382 - Logistic groups

If the landing pad is limited to 1 per planet, is that also per team or each team (force) can have their own landing pad?
by Hanakocz
Fri Oct 27, 2023 11:47 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 35519

Re: Friday Facts #382 - Logistic groups

Great stuff, but again I'd like to ask, has your play testing included multiplayer qol checks? Everything thus far has been great changes, but feels like it will be even harder to play with your friends, see what your friends are working on and in rare cases, moderate griefers! Hello, we did severa...
by Hanakocz
Fri Oct 27, 2023 11:42 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 35519

Re: Friday Facts #382 - Logistic groups

And here I hoped that we will be able to split roboport networks into groups........ :(
by Hanakocz
Mon Oct 31, 2022 10:42 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
Replies: 6
Views: 2197

Re: [1.1.70] Crash CraftingMachine::getRecipe()

This is the function that is called when the team loses: It is just our assumption that the cause of problem comes from that, as that's what is removing the forces (and it can go for days and plenty of teams being removed before it happens to get corrupted) https://github.com/ComfyFactory/ComfyFacto...
by Hanakocz
Mon Oct 31, 2022 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
Replies: 6
Views: 2197

Re: [1.1.70] Crash CraftingMachine::getRecipe()

It is very possible that this is caused by force being removed, e.q. when one team loses their base, some entities get destroyed via entity.die(), then game.merge_forces(force_name, 'neutral') is called. That removes the force from the game, and should also get rid of all remaining entities by conve...
by Hanakocz
Thu Oct 13, 2022 1:32 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.70] regression with scenario locale loading
Replies: 3
Views: 1947

Re: [1.1.70] regression with scenario locale loading

Updated the barebone scenario used in similar report. 1) it spawns one car on init (red nameplate) 2) spawns cars on chunk generated too (green nameplate) 3) each car has rendered nameplate on it with localized string car created on_init does not have locale recognized, cars created later do. Even i...
by Hanakocz
Sat May 28, 2022 8:45 am
Forum: Modding interface requests
Topic: Change capsule cooldown system so it isn't globally shared for all capsules
Replies: 0
Views: 631

Change capsule cooldown system so it isn't globally shared for all capsules

Hello, currently all usable capsules share common cooldown on their actions, e.q. when I use grenade, I can use poison capsule when the grenade's cooldown runs out and vice versa. I wanted to introduce different kinds of capsules, let's say some capsules would be "special" and therefore sh...
by Hanakocz
Sun May 08, 2022 3:39 pm
Forum: Modding interface requests
Topic: Support for activation capsules to allow list of activated equipment
Replies: 0
Views: 564

Support for activation capsules to allow list of activated equipment

Hello, currently the remote button capsule supports exactly one armor equipment to activate. This is a bit problematic in a case where I want to introduce multiple tiers of same active defense equipment. Then I need one remote capsule item for each tier of the grid equipment. And especially if I hav...
by Hanakocz
Mon Apr 11, 2022 2:40 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.57] Items inside modded item-with-inventory incompatible with hotbar when 0 of that item in inventory
Replies: 1
Views: 2226

[Rseding91] [1.1.57] Items inside modded item-with-inventory incompatible with hotbar when 0 of that item in inventory

Heya, I tried to make simple filtered bag data:extend {{ name = 'weapon-bag', type = 'item-with-inventory', inventory_size = 10, icons = Lib.icons('weapon-bag'), stack_size = 1, item_subgroup_filters = item_subgroup_filters, filter_mode = 'whitelist', extends_inventory_by_default = true, insertion_p...
by Hanakocz
Mon Jan 03, 2022 9:47 pm
Forum: Not a bug
Topic: [1.1.49] Rocket Parts without silo researched
Replies: 5
Views: 2003

Re: [1.1.49] Rocket Parts without silo researched

The thing is, you won't get any value in BiterBattles just by launching a rocket - you need satellite to get the white science, and that indeed needs the research to be done. The recipe for rocket parts should be shown in tech screen as it is, as that should give the relevant info, regardless of the...
by Hanakocz
Mon Jan 03, 2022 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods
Replies: 6
Views: 3451

Re: [boskid][1.1.50] Restarting save game crashes Factorio on specific scenario and mods

Crash itself happens because when loading, there were now 7 trains overlapping, specified over the set of same 4 rolling stocks. As of now, script just generates tracks, then places locomotive/wagons based on coordinates, but no script code actually does anything with connecting the wagons, and the...
by Hanakocz
Tue Aug 03, 2021 2:54 am
Forum: Fixed for 2.0
Topic: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird
Replies: 2
Views: 1655

Re: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird

This behaviour can be changed by including in map settings
['autoplace_settings'] = { ['tile'] = {treat_missing_as_default = true} }

That way the outside ring generates as out-of-map tiles as you would probably expect it to happen.
by Hanakocz
Tue Aug 03, 2021 2:01 am
Forum: Fixed for 2.0
Topic: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
Replies: 1
Views: 1291

[Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses

Hello, If you have Bonuses Gui opened and bonuses for your force change their values, the Gui won't get updated to new values. Currently the update of values happens only when research changes (research finished or unresearched, including changes via command), or when closing and reopening the Gui. ...
by Hanakocz
Wed May 19, 2021 10:45 pm
Forum: Minor issues
Topic: [1.1.33] Strange game freeze when assigning force in script
Replies: 5
Views: 1999

Re: [1.1.33] Strange game freeze when assigning force in script

Ahaha the famous cpu gobbler function to spill items. The enemy number one to eradicate any cases when it might happen so server might not get cpu overloaded. Still sucks that it does it automatically on so many cases, but well. Luckily one can decrease the times when it happens by very cheaty metho...
by Hanakocz
Mon Jan 18, 2021 1:16 pm
Forum: Translations
Topic: [1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip
Replies: 2
Views: 2151

[1.1.12] [Czech Locale] Laser upgrade technologies have non-working tooltip

Hello, this issue is rather technical than wrong localization, three entries for laser bonus technologies do have not working (or missing) value placeholders. This issue is probably around since 1.1, but don't know exactly. English files do have them all three with proper __1__ placeholders. lasers_...
by Hanakocz
Sat Nov 28, 2020 11:24 am
Forum: Not a bug
Topic: [1.1.1] Linked Chest can be changed via SHIFT+click copying
Replies: 1
Views: 715

[1.1.1] Linked Chest can be changed via SHIFT+click copying

Hello, the new Linked Chest has permission to deny players from changing the links (defines.input_action.set_linked_container_link_i_d), however regardless of this permission, the link still can be changed via entity_settings_pasted SHIFT-rightclick -> SHIFT-leftclick. So it would be nice to include...

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