Search found 3397 matches
- Fri Mar 14, 2025 4:56 pm
- Forum: Resolved Requests
- Topic: Rename unknown union member of TriggerEffect
- Replies: 1
- Views: 282
Re: Rename unknown union member of TriggerEffect
Fixed in various ways in various versions.
- Fri Mar 14, 2025 4:55 pm
- Forum: Resolved Requests
- Topic: Fix value of DamageTileTriggerEffectItem::type
- Replies: 1
- Views: 296
Re: Fix value of DamageTileTriggerEffectItem::type
Thanks, fixed for 2.0.42.
- Mon Mar 10, 2025 5:11 pm
- Forum: Already exists
- Topic: [2.0.x] broken save files and migrating things with illegal names for 2.0.x (e.g. items, entities etc.)
- Replies: 4
- Views: 771
Re: [2.0.x] broken save files and migrating things with illegal names for 2.0.x (e.g. items, entities etc.)
minor nit: The sentence "All JSON migrations are applied before any Lua migrations" should be much closer to "The sequence in which migrations are executed is sorted by mod order first, migration file name second (using lexicographical comparison)." as it is really relevant to the entities being ...
- Mon Mar 10, 2025 5:06 pm
- Forum: Won't implement
- Topic: allow colon: used in prototpye name
- Replies: 3
- Views: 556
- Mon Mar 10, 2025 9:29 am
- Forum: Translations
- Topic: Spelling error in migration screen
- Replies: 3
- Views: 665
Re: Spelling error in migration screen
Fixed for the next release, 2.0.40.
- Mon Mar 10, 2025 9:29 am
- Forum: Translations
- Topic: [2.0.35] Typo in English locale for technologies with allows_productivity=false
- Replies: 1
- Views: 599
Re: [2.0.35] Typo in English locale for technologies with allows_productivity=true
Fixed for the next release, 2.0.40.
- Mon Mar 10, 2025 9:29 am
- Forum: Translations
- Topic: Incorrect capitalization of 'Extinct chimney Vent'
- Replies: 2
- Views: 966
Re: Incorrect capitalization of 'Extinct chimney Vent'
Fixed for the next release, 2.0.40.
- Mon Mar 10, 2025 9:29 am
- Forum: Translations
- Topic: English Grammar Error
- Replies: 3
- Views: 1087
Re: English Grammar Error
Fixed for the next release, 2.0.40.
- Sun Mar 09, 2025 12:48 pm
- Forum: Modding interface requests
- Topic: LuaRenderObject.prototype or prototypes.animation
- Replies: 4
- Views: 383
Re: LuaRenderObject.prototype or prototypes.animation
What do you want to use the frame_count for?
- Thu Mar 06, 2025 4:08 pm
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1345
Re: Problems and inconsistences in lua api docs
It errors, that's how a bunch of things you mentioned here got found and fixed independently.GlassBricks wrote: Thu Mar 06, 2025 12:16 am ...have you considered making a compiler to check for type errors? I guess I accidentally have
- Wed Feb 19, 2025 2:22 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 1092
Re: [2.0.28] IconData default size depends on other IconData objects in the array
Looking into this, "defines.default_icon_size" is simply wrong and is not the default for all prototype types and as such isn't a viable value for all icon definitions. These prototypes use different defaults:
AchievementPrototype: 128
ShortcutPrototype: 32
ItemGroup: 128
TechnologyPrototype: 256 ...
- Wed Feb 19, 2025 12:22 pm
- Forum: Technical Help
- Topic: [2.0.32][PC] Crash on startup and memory errors
- Replies: 7
- Views: 581
Re: [2.0.32][PC] Crash on startup and memory errors
That's just how Windows works, it refuses to allocate RAM sometimes when you have a full page file. The game has no influence on this. Restart your computer and Windows should empty the page file.atee86 wrote: Wed Feb 19, 2025 12:19 pm Interesting, but more than half of my RAM is free, why would it want to use the page file?
- Mon Feb 17, 2025 2:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.34] Flying text for manual mining shows on wrong surface
- Replies: 3
- Views: 893
Re: Bug Report 2.0.32-0
Start mining a resource on a planet.
Switch to map mode, zoom in so you're remote viewing.
The character keeps mining. The +1 flying text keeps popping up.
Remote view a different planet, at the same position as where you're mining.
The bug:
The flying text shows up.
It shouldn't because it's a ...
Switch to map mode, zoom in so you're remote viewing.
The character keeps mining. The +1 flying text keeps popping up.
Remote view a different planet, at the same position as where you're mining.
The bug:
The flying text shows up.
It shouldn't because it's a ...
- Fri Feb 14, 2025 10:30 pm
- Forum: Gameplay Help
- Topic: Is it possible to play Space Age with no enemies?
- Replies: 6
- Views: 2159
Re: Is it possible to play Space Age with no enemies?
They vanish.vark111 wrote: Fri Feb 14, 2025 9:12 pm Additional question about no enemies mode: What happens when eggs "spoil"? I'm assuming they either evaporate or turn into actual spoilage? Or do they not have a spoil timer in this mode at all?
- Fri Feb 14, 2025 9:09 pm
- Forum: Gameplay Help
- Topic: Is it possible to play Space Age with no enemies?
- Replies: 6
- Views: 2159
Re: Is it possible to play Space Age with no enemies?
You can use the "no enemies" checkbox in the map generation screen. It turns off the spawning of the actual biters, stompers etc. so nothing attacks you, but the nests themselves still spawn so that you can obtain eggs.
- Fri Feb 14, 2025 1:49 pm
- Forum: Minor issues
- Topic: [1.1.92] data.raw JSON dump serializes empty arrays wrong
- Replies: 11
- Views: 2601
Re: [1.1.92] data.raw JSON dump serializes empty arrays wrong
Ran into this as well with version 2.0.34. Just to understand the dumping process better: Is the JSON generated directly from Lua or with C++ after data.raw was parsed?
C++ takes the raw data.raw from Lua and dumps it as json. No processing or validation is done, e.g. values that the game only ...
- Wed Jan 29, 2025 8:52 pm
- Forum: Duplicates
- Topic: Vertical white lines between textures in ghost tiles
- Replies: 4
- Views: 284
Re: Vertical white lines between textures in ghost tiles
Please provide a full log file, see 3638.
- Sat Jan 25, 2025 7:27 pm
- Forum: Modding help
- Topic: [2.0.32] defines.inventory.assembling_machine_dump
- Replies: 1
- Views: 312
Re: [2.0.32] defines.inventory.assembling_machine_dump
As talked about on discord, the inventory you're trying to access is the trash inventory, where items are put after changing recipe in remote view. The dump inventory is for items that are ejected by recipe changes with the circuit network.
The trash inventory is missing a defines.inventory, the ...
The trash inventory is missing a defines.inventory, the ...
- Fri Jan 24, 2025 6:35 pm
- Forum: Gameplay Help
- Topic: Question on lamp light rendering distance
- Replies: 2
- Views: 304
Re: Question on lamp light rendering distance
It can be modded, see light_renderer_search_distance_limit and viewtopic.php?p=459849#p459849.
- Fri Jan 17, 2025 11:59 am
- Forum: Resolved Requests
- Topic: Document event order
- Replies: 5
- Views: 823
Re: Document event order
For events where there are ordering expectations they are documented on the lua actions that raise those events. E.g. https://lua-api.factorio.com/latest/classes/LuaControl.html#begin_crafting instantly raises on_pre_player_crafted_item and at some point in the current tick on_player_main_inventory ...