Search found 30 matches
- 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
- 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:
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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?
Maybe attach a log?
- 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...
- 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...
- 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:
Again, no NAT punch requests sent until I opened up the match server GUI and selected the game from there.- 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...
- 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...
- 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) ...
- 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...
- 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...
- 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.
- 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...
- 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...