Search found 30 matches

by Gweneph
Thu May 09, 2024 9:58 pm
Forum: Modding help
Topic: Is it possible to attach an ide lua debugger?
Replies: 1
Views: 910

Re: Is it possible to attach an ide lua debugger?

I realize this is 7 years old but for future people who might stumble upon this, there's now: FMTK
by Gweneph
Thu May 09, 2024 7:24 pm
Forum: Modding help
Topic: Help with creating an assembler with an automatic loader output
Replies: 1
Views: 174

Re: Help with creating an assembler with an automatic loader output

I think that's the least hacky method:
assembler with unloader
assembler with unloader
Image 453.png (202.6 KiB) Viewed 53 times
by Gweneph
Thu May 09, 2024 5:17 pm
Forum: Modding help
Topic: Vetoing the pipette tool
Replies: 5
Views: 276

Re: Vetoing the pipette tool

SE seems to do something similar with their spaceship clamps which are a constant combinator and a electric pole. The electric pole has an placeableby of an se-struct-generic-clamp-east item, but that item has nil for it's place result. Blueprints handle making the ghosts, and then the mod calls rev...
by Gweneph
Mon Apr 29, 2024 7:07 pm
Forum: Wiki Talk
Topic: Console / stdin especially on windows
Replies: 5
Views: 515

Re: Console / stdin especially on windows

there should be very few differences to run on Windows Therein lies the problem. My python and node programs worked fine on Linux, but crashed on windows if they attempted to write to the stdin pipe after Factorio was running for about 80ms. So, I think that's when Factorio does something confusing...
by Gweneph
Tue Apr 23, 2024 7:24 pm
Forum: Wiki Talk
Topic: Console / stdin especially on windows
Replies: 5
Views: 515

Re: Console / stdin especially on windows

Thanks. I thought it would be a better fit for the wiki, but I didn't really know how to submit a request for information on the wiki.
by Gweneph
Tue Apr 23, 2024 12:41 am
Forum: Wiki Talk
Topic: Console / stdin especially on windows
Replies: 5
Views: 515

Console / stdin especially on windows

I've been debugging an issue with communicating to stdin on windows for a few days now and would love some insight. I was surprised to learn that the in-game console commands are available over stdin while running a headless server. I haven't really found much official documentation on it other than...
by Gweneph
Fri Apr 19, 2024 12:37 pm
Forum: Resolved Requests
Topic: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
Replies: 3
Views: 244

[1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter

The description of the filter parameter of set_quick_bar_slot says it can accept nil (and indeed I believe that's how you clear it). However, it's not marked optional and nil isn't in the type union: { "name": "filter", "order": 1, "description": "The fil...
by Gweneph
Tue Jan 16, 2024 12:06 am
Forum: Fixed for 2.0
Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
Replies: 3
Views: 513

[1.1.101][Linux] --load-scenario sets height and width to 50

starting the game with: `--load-scenario base/freeplay` Starts up a game where the map is restricted to 50 by 50. If you quit and then go to the new game menu, on the map gen settings menu the height and width fields under advanced are both set to 50. Attempting to override these 50 values with --ma...
by Gweneph
Mon Jan 15, 2024 11:36 pm
Forum: Pending
Topic: [1.1.101] Scenarios are too old to load
Replies: 4
Views: 629

Re: [1.1.101] Scenarios are too old to load

Mine load fine on 1.1.101. Are you trying to start one from the new game menu, or load an old save?
Maybe attach a log?
by Gweneph
Fri Jan 12, 2024 10:03 pm
Forum: Duplicates
Topic: [1.1.101] Furnaces don't report Output Full early enough
Replies: 2
Views: 401

Re: [1.1.101] Furnaces don't report Output Full early enough

I'm not sure which thread this should go on. So to summarize, this isn't a simple issue due to the following combining: 1. recipes of furnaces are auto-selected based on the inputs 2. when there's no input, there's no recipe 3. when there's no recipe, the furnace doesn't check to see if one craft wo...
by Gweneph
Thu Jan 11, 2024 5:02 pm
Forum: Duplicates
Topic: [1.1.101] Furnaces don't report Output Full early enough
Replies: 2
Views: 401

[1.1.101] Furnaces don't report Output Full early enough

An assembler's status will report Output Full as soon as they are full enough that inserters will not load additional ingredients into them. This makes sense and allows for easy diagnoses for why your machines aren't running. A furnace's status on the other hand, doesn't report Output Full until you...
by Gweneph
Wed Nov 08, 2023 1:46 am
Forum: Fixed for 2.0
Topic: [1.1.94] NAT punching only attempted from browse menu
Replies: 2
Views: 756

Re: [1.1.91] NAT punching only attempted from browse menu

I just got around to testing this out on a 1.1.94 Linux build with the same results:
Screenshot from 2023-11-07 20-42-19.png
Screenshot from 2023-11-07 20-42-19.png (300.8 KiB) Viewed 642 times
Again, no NAT punch requests sent until I opened up the match server GUI and selected the game from there.
by Gweneph
Sun Oct 29, 2023 11:26 pm
Forum: Modding help
Topic: Checking for non-existant localization
Replies: 4
Views: 1197

Re: Checking for non-existant localization

Old post, but it still shows up in the google search results and there's now a solution: if the key is a question mark ("?"), then the first valid parameter will be used. A parameter can be invalid if its name doesn't match any string template. If no parameters are valid, the last one is r...
by Gweneph
Sun Oct 29, 2023 11:16 pm
Forum: Modding help
Topic: Any way to programatically generate localised names?
Replies: 5
Views: 953

Re: Any way to programatically generate localised names?

I'm pretty confused by this advise. AFAIK the __MAGIC__ notations only work for the localisation cfg file as well as apparently the console (but not in the way I was expecting.) Here's a few things I tried: In data.lua data.raw.furnace['stone-furnace'].localised_name = "Lol __ENTITY__electric-f...
by Gweneph
Sun Oct 29, 2023 10:00 pm
Forum: Modding help
Topic: Multiplayer testing by myself
Replies: 7
Views: 888

Re: Multiplayer testing by myself

In case you haven't gotten this working yet, you don't even need two separate installations, they can use the same installation, you just need two "write directories" and two config files (I usually put the config files in the usual ./config/config.ini location within the write directory) ...
by Gweneph
Sun Oct 29, 2023 1:15 pm
Forum: Fixed for 2.0
Topic: [1.1.94] NAT punching only attempted from browse menu
Replies: 2
Views: 756

[1.1.94] NAT punching only attempted from browse menu

When attempting to re-join a server, NAT Punching is not attempted. After taking a nice lunch break from a multiplayer game that's hosted behind an NAT, you'll find that it won't connect when you try to re-join. However, if you browse to the same game and join from the browse public menu, it joins u...
by Gweneph
Fri Aug 12, 2022 4:14 pm
Forum: Fixed for 2.0
Topic: [1.1.65] support_bar()=true despite enable_inventory_bar = false
Replies: 1
Views: 994

[1.1.65] support_bar()=true despite enable_inventory_bar = false

Inventories whose entity prototypes were defined with enable_inventory_bar = false like the spaceship wreckage still support the bar in lua. /c game.player.selected.get_inventory(defines.inventory.chest).set_bar(1) will block all slots /c game.print(game.player.selected.get_inventory(defines.invento...
by Gweneph
Sat Jul 30, 2022 2:39 am
Forum: Modding interface requests
Topic: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use
Replies: 3
Views: 1460

Re: Access all fluidbox prototype data, or determine which fluidbox pipe connections are in use

I have this same issue, and I really like the resolution of modifying get_prototype to get_prototypes which would return the table of fluidbox_protptypes that are connected to the fluidbox.
by Gweneph
Sun Jul 24, 2022 10:50 am
Forum: Modding help
Topic: supports_direction on prototypes returning true unintuitively
Replies: 2
Views: 834

Re: supports_direction on prototypes returning true unintuitively

Thanks for the reply. I was originally asking because it seemed like the prototypes that supported rotation but whose entities didn't wouldn't change the player's build rotation direction when rotated in hand. However, upon further testing they do indeed affect the player's build rotation, so all is...
by Gweneph
Thu Jul 14, 2022 4:48 pm
Forum: Modding help
Topic: supports_direction on prototypes returning true unintuitively
Replies: 2
Views: 834

supports_direction on prototypes returning true unintuitively

Stone furnace entities don't support direction: /c game.player.print(game.player.selected.supports_direction) Returns False. However, the stone furnace prototype does support direction: /c game.player.print(game.player.selected.prototype.supports_direction) returns True. This seems to be the case fo...

Go to advanced search