Search found 112 matches
- Tue Sep 06, 2016 8:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] Commands don't execute when no one is connected
- Replies: 4
- Views: 3785
Re: [0.14.3] Commands don't execute when no one is connected
/h and /help should have the same output. Ah, you didn't notice? /help adds a prefix that /h does not show. /h Type /h <command> to get details of it. Available commands are: /admins /ban /bans /color /command /demote /evolution /help /kick /measured-command /players /promote /reply /shout /time /u...
- Tue Sep 06, 2016 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.16] [0.14.4] Changing controller puts bottom GUI over others
- Replies: 2
- Views: 1610
[Rseding91] [for 0.16] [0.14.4] Changing controller puts bottom GUI over others
After the player's controller is changed (via player.set_controller) to god, the bottom GUI area seems to increase in altitude and draws over other GUI elements, such as those in the center GUI. Normal controller: over.png After changing controller (clicking God! button): under.png Recreating the fr...
- Tue Sep 06, 2016 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.4] [Rseding91] Error in on_gui_click causes uncloseable dialog
- Replies: 7
- Views: 3488
[0.14.4] [Rseding91] Error in on_gui_click causes uncloseable dialog
If a lua error happens in the on_gui_click event handler, the error message will be shown but the user won't be able to close it. Code to reproduce: script.on_event(defines.events.on_gui_click, function(event) error("oops") end) script.on_init(function(event) for name, player in pairs(game...
- Sun Sep 04, 2016 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] Commands don't execute when no one is connected
- Replies: 4
- Views: 3785
Re: [0.14.3] Commands don't execute when no one is connected
What about /h having different output than /help ? Is this intended or should I make another bug report?
- Sun Sep 04, 2016 2:47 am
- Forum: Implemented mod requests
- Topic: .meta (and .mod?) property on LuaGuiElement
- Replies: 14
- Views: 4325
Re: .meta (and .mod?) property on LuaGuiElement
If a mod property is going to be added, I have to ask, what's the point in keeping GUI items from uninstalled mods? Currently, if you remove a mod that still has a GUI open then you're left with that GUI "forever" with "Unknown key" goodness everywhere (unless you load the mod ag...
- Sun Sep 04, 2016 2:31 am
- Forum: Implemented mod requests
- Topic: Expose LogisticContainer.logistic_mode property
- Replies: 1
- Views: 1378
Expose LogisticContainer.logistic_mode property
This would be useful for the Advanced Logistics System mod to allow recognizing other logistic containers like those from the Warehousing mod in the right categories (passive provider, requester, etc.) Currently the only way to do that is to serialize data.raw (or parts of it) into a an already expo...
- Sat Sep 03, 2016 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] Commands don't execute when no one is connected
- Replies: 4
- Views: 3785
[0.14.3] Commands don't execute when no one is connected
When no one is connected to the server, console commands (either via stdin or RCON) are not handled until someone joins. Steps to reproduce: $ factorio --create /tmp/save.zip $ factorio -v --start-server /tmp/save.zip /p /h /help - Server console commands. /quit - Terminates the server cleanly. /sav...
- Sat Sep 03, 2016 10:00 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 203782
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
After doing this I found a way to get logistic chest type at runtime. I will throw up an example later tonight. It will get rid of the hacky explicit support and give us dynamic mod support :) I'm curious how you would achieve that since I've already looked into ways to do just that. The only solut...
- Sat Aug 27, 2016 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.1] Crash on second RCON connection
- Replies: 3
- Views: 2392
[0.14.1] Crash on second RCON connection
Steps to reproduce: $ ./factorio --create /tmp/save.zip $ ./factorio -v --start-server /tmp/save.zip --rcon-port 27015 --rcon-password password & $ mcrcon -H 127.0.0.1 -P 27015 -p password "/p" Players (0): $ mcrcon -H 127.0.0.1 -P 27015 -p password "/p" Connection lost. Auth...
- Sat Aug 27, 2016 3:15 pm
- Forum: Multiplayer / Dedicated Server
- Topic: FactoIRC - A bridge between IRC and Factorio
- Replies: 3
- Views: 2572
Re: FactoIRC - A bridge between IRC and Factorio
@Bisa: I just noticed it's partially broken with Factorio 0.14 : Factorio doesn't expose the username of peers in the logs anymore (even with verbose turned on) so join/part messages can't be generated. Nothing I can do about that though (and I guess that breaks your logparser too!). I posted a sugg...
- Sat Aug 27, 2016 3:10 pm
- Forum: Implemented Suggestions
- Topic: Add join/leave/... actions in game chat output
- Replies: 16
- Views: 7285
Re: Add join/leave/... actions in game chat output
Please consider this, at least for the join/leave part, especially since the username info doesn't appear in the server logs anymore in 0.14
- Mon Aug 22, 2016 4:43 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 203782
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
@Lonewolf : this bug is fixed in the Git version (not the 0.3.0 release) You can install it using Git by running this in your mods folder : git clone https://github.com/anoutsider/advanced-logistics-system.git advanced-logistics-system_0.3.0 If you don't have Git, you can get the zip from https://gi...
- Sun Aug 21, 2016 1:44 am
- Forum: Modding interface requests
- Topic: custom-input: ability to dynamically consume events
- Replies: 2
- Views: 1960
Re: custom-input: ability to dynamically consume events
I'm conducting some tests in order to understand how all of this works exactly, and have found some strange stuff happening: Some keys seem to be always catched by the game, with no possibility to receive them (even in the "none" consuming mode) : Escape, p, t, m, r (when holding an item),...
- Fri Aug 19, 2016 7:33 pm
- Forum: Modding interface requests
- Topic: custom-input: ability to dynamically consume events
- Replies: 2
- Views: 1960
custom-input: ability to dynamically consume events
I personally always use the "e" key to close GUIs in the game, but it's not currently possible to have to exact same behavior with mods. The native game will always catch a close window (e) keypress if a GUI is opened rather than using the other (open inventory) action. Trying to replicate...
- Fri Aug 19, 2016 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
- Replies: 17
- Views: 8218
Re: [13.15] Chain signal before station lets train pass despite occupancy next block
Does that mean it will show as blue only if a train is trying to go to the stop or will it always be blue if there is a stop in the section regardless of the incoming trains?
- Sat Aug 13, 2016 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
- Replies: 17
- Views: 8218
Re: [0.13.15] Train crosses red chain signal
Well, the correct behavior is what you get when you move the left stop past the chain signal in which case the train stops at the red chain signal as expected
- Sat Aug 13, 2016 3:41 am
- Forum: Resolved Problems and Bugs
- Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
- Replies: 17
- Views: 8218
Re: [0.13.15] Train crosses red chain signal
Oh ok it's the station causing it, I thought it was some confusion between the two sides.
I also just noticed that the 2nd regular signal on the bottom turns red at the same time the chain signal turns orange.
I don't think this is supposed to happen either.
Edit : nevermind, that seems correct
I don't think this is supposed to happen either.
Edit : nevermind, that seems correct
- Sat Aug 13, 2016 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
- Replies: 17
- Views: 8218
[13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
In the image below, the train crosses a red chain signal
- Thu Aug 11, 2016 8:45 pm
- Forum: Modding help
- Topic: Possible to open TCP connections?
- Replies: 7
- Views: 2430
Re: Possible to open TCP connections?
Not sure if that's the exact use case you're looking for but if you're interested, I already made a Factorio-IRC bridge via log parsing/RCON commands: viewtopic.php?f=133&t=29019
- Tue Aug 09, 2016 1:25 am
- Forum: Implemented Suggestions
- Topic: Add join/leave/... actions in game chat output
- Replies: 16
- Views: 7285
Add join/leave/... actions in game chat output
Currently, the game will issue lines on the standard output such as : [CHAT] mickael9: hello It would be nice if other game-related actions were also added to the same ouptput, eg: [JOIN] mickael9 joined the game [CHAT] mickael9: hello [KICK] baduy was kicked by mickael [DEATH] mickael9 died [LEAVE]...