Search found 3127 matches
- Wed Mar 20, 2024 9:12 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 453
Re: adding a property using table insert between se and mega furnace
table.insert is intended for array-like tables, meaning a table with continuous numeric keys starting from 1. A prototype is not an array-like table. So data.raw["assembling-machine"]["mega-furnace"].se_allow_in_space = true is the correct syntax. Have you checked whether the typ...
- Wed Mar 20, 2024 9:04 am
- Forum: Gameplay Help
- Topic: Yellow Science - Raw Requirements
- Replies: 7
- Views: 686
Re: Yellow Science - Raw Requirements
For the wiki I usually doublecheck the numbers with an online calculator like https://kirkmcdonald.github.io. For yellow science for example see https://kirkmcdonald.github.io/calc.html#data=1-1-19&rate=h&cp=3&items=utility-science-pack:r:1 and scroll down to oil - it shows that for the ...
- Mon Mar 11, 2024 9:12 am
- Forum: Technical Help
- Topic: [1.1.104] Game crash while generating seed previews
- Replies: 9
- Views: 491
Re: [1.1.104] Game crash while generating seed previews
As a workaround for faulty hardware that doesn't like multithreading, you can reduce the number of threads that the game uses to generate the map preview. In the main menu do Ctrl + Alt + Left Click on setttings, then go to "The rest", search for max-map-preview-threads and lower the value...
- Mon Mar 11, 2024 9:08 am
- Forum: Technical Help
- Topic: Game makes Displays Flash on and off, Eventualy Crashing my Computer
- Replies: 7
- Views: 377
Re: Game makes Displays Flash on and off, Eventualy Crashing my Computer
Because the issue occurs during sprite loading, which is heavily multithreaded on the CPU, that makes me think something is wrong with your CPU. Driver issue, overheating, something like that. Or maybe it's drawing a lot of power and the PSU doesn't like that for some reason. A way to try whether th...
- Fri Mar 08, 2024 2:41 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 507506
- Fri Mar 08, 2024 2:21 pm
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 15
- Views: 958
Re: Multiplayer: Need a mod that creates corpse on player leave
Are you aware of the vanilla /open PlayerName command? It allows admins to open the inventory of any player, including offline players. It's what I use whenever someone leaves my multiplayer game with something important in their inventory.
- Fri Mar 08, 2024 1:56 pm
- Forum: Modding help
- Topic: Item Categories and SubCategories Help
- Replies: 4
- Views: 379
Re: Item Categories and SubCategories Help
It isn't in the crafting menu (handcrafting or assembler recipe selection) The rocket-part recipe you're copying is hidden and not handcraftable. If you want to check how it shows up in in-game machine GUIs, you'd have to unhide it and make a machine that can craft the "rocket-building" c...
- Fri Mar 08, 2024 1:50 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 507506
Re: Simple Questions and Short Answers
Quick question about multiplayer games, since I currently have no way to test this myself: Suppose a player is leaving the game (no mods), will the player-character remain in the world, or will it be removed and recreated next time the player joins the game? Are you aware of any mods that change th...
- Mon Mar 04, 2024 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [SOLVED] [1.1.104] Game crashing before entering the main menu
- Replies: 3
- Views: 362
Re: [1.1.104] Game crashing before entering the main menu
But I ask what is the page file and how do I avoid it getting full in the future? It's a way the operating system expands RAM by using a file on your drive. So, most likely you had programs open that use a lot of RAM (memory). Or something went wrong with the OS and it didn't free up the memory aft...
- Sun Mar 03, 2024 1:25 pm
- Forum: Already exists
- Topic: connected_rail for rail signals
- Replies: 2
- Views: 206
- Sat Mar 02, 2024 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [SOLVED] [1.1.104] Game crashing before entering the main menu
- Replies: 3
- Views: 362
Re: [1.1.104] Game crashing before entering the main menu
Restart your computer. Your page file is nearly full which Windows interprets as running out of memory.
- Wed Feb 28, 2024 11:02 am
- Forum: Already exists
- Topic: [fixme] add the rest map-view-settings controlls to lua
- Replies: 1
- Views: 910
Re: [fixme] add the rest map-view-settings controlls to lua
The 4 missing properties are already accessible from Lua, they were just missing in the docs. So, I fixed the docs for the next version.
- Wed Feb 28, 2024 10:41 am
- Forum: Implemented for 2.0
- Topic: LuaRecipePrototype.max_productivity_bonus
- Replies: 6
- Views: 1312
Re: LuaRecipePrototype.max_productivity_bonus
As mentioned in https://factorio.com/blog/post/fff-375, this is a thing in 2.0 as RecipePrototype::maximum_productivity.
- Wed Feb 28, 2024 10:01 am
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 941
Re: [1.1.104] Priority Splitter producing gaps with full input
Anti means the extra transport line length mentioned here: https://factorio.com/blog/post/fff-287
- Thu Feb 22, 2024 4:39 pm
- Forum: Resolved Requests
- Topic: NothingModifier missing type::"nothing"
- Replies: 1
- Views: 188
Re: NothingModifier missing type::"nothing"
Thanks for the note, fixed for the next version.
- Fri Feb 16, 2024 9:26 am
- Forum: Modding help
- Topic: [1.1.101] Invalid pipe connections
- Replies: 1
- Views: 236
Re: [1.1.101] Invalid pipe connections
fluid_boxes is an array of fluidboxes, not just one fluidbox. Please do not post your modding help issues in bug reports.
- Wed Feb 14, 2024 11:20 am
- Forum: Fixed for 2.0
- Topic: [1.1.101] Crash in map generation, ID.cpp check fails
- Replies: 8
- Views: 492
Re: [1.1.101] Crash in map generation, ID.cpp check fails
The mod list from the log file should be enough to debug that part, however I think it would be useful if you could post your blueprint library (blueprint-storage.dat).
- Tue Feb 13, 2024 10:52 am
- Forum: Minor issues
- Topic: Standard Chat Key on Linux with German Keyboard "^" not functioning
- Replies: 2
- Views: 680
Re: Standard Chat Key on Linux with German Keyboard "^" not functioning
The ^ key has some special behaviour in some keyboard layouts, see https://en.wikipedia.org/wiki/Dead_key. For me ^ works if I choose the keyboard layout "German". If I use the keyboard layout "German (with deadkeys)" I see the bug that you describe. So it looks like you're using...
- Sun Feb 11, 2024 10:54 am
- Forum: Modding help
- Topic: Item Categories and SubCategories Help
- Replies: 4
- Views: 379
Re: Item Categories and SubCategories Help
How are you checking that the subgroup exists? When I use your code and search for it in the prototype explorer (opened with CTRL + SHIFT + E by default) it's there as expected. Are you maybe looking at the subgroup of the item you create? The code you pasted doesn't set it on the item, so it will h...
- Sun Feb 11, 2024 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101]Anomaly with defines.entity_status.full_burnt_result_output
- Replies: 1
- Views: 246
Re: [1.1.101]Anomaly with defines.entity_status.full_burnt_result_output
Hey, this is fixed in version 1.1.102 which was released Jan 18, 2024 (and is currently marked as experimental).