Search found 181 matches
- Tue Apr 21, 2020 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.19] Return value from spill_item_stack errors
- Replies: 1
- Views: 1525
[0.18.19] Return value from spill_item_stack errors
I can't figure out how to get the return values from LuaSurface.spill_item_stack . These spill all the mags as expected... -- This spills mags and fills 'spilled' with the array of 50 entities as expected.. local spilled = player.surface.spill_item_stack( player.position, { name = "firearm-maga...
- Tue Apr 21, 2020 12:33 pm
- Forum: Resolved Requests
- Topic: LuaPlayer.mod_settings doesn't show return type.
- Replies: 1
- Views: 957
LuaPlayer.mod_settings doesn't show return type.
LuaPlayer.mod_settings doesn't show return type.
- Tue Apr 21, 2020 11:08 am
- Forum: Resolved Problems and Bugs
- Topic: Size 4 Quickbar blocks long chat messages
- Replies: 5
- Views: 2914
[0.18.19] Re: Size 4 Quickbar blocks long chat messages
This is still an issue in [0.18.19] for me at 150% @ 2560x1600.
- Tue Apr 21, 2020 11:02 am
- Forum: Technical Help
- Topic: [0.18.19] Minor issue with log spam
- Replies: 3
- Views: 951
[0.18.19] Minor issue with log spam
I try to keep my factorio log trim as possible, but noticed a lot of entries from game engine lately. Is it something I can do to reduce these 'verbose' or 'warning' messages? Verbose SimpleEntityPrototype.cpp:18: simple-entity with name sand-rock-big is marked as count_as_rock_for_filtered_deconstr...
- Mon Apr 20, 2020 4:05 pm
- Forum: Documentation Improvement Requests
- Topic: mipmap_count on Sprites page
- Replies: 1
- Views: 1169
mipmap_count on Sprites page
Types/Sprite shows...
Looking at Types/SpriteFlags there is a "mipmap" flag... is this relevant?
but I've seen in it used in base game with flags other than "icon".mipmap_count
Type: Types/uint8
Default: 0
Only loaded if this is an icon (has flag "icon").
Looking at Types/SpriteFlags there is a "mipmap" flag... is this relevant?
- Mon Apr 20, 2020 12:25 pm
- Forum: Resolved Requests
- Topic: DeconstructionItem ignores inherited entity_type_filters
- Replies: 2
- Views: 1377
- Sun Apr 19, 2020 5:23 pm
- Forum: Implemented mod requests
- Topic: on_item_request_removed
- Replies: 18
- Views: 5067
Re: on_item_request_removed
Similar to Dave really - I want to avoid plopping complete things down, but rather build them in stages. I'm also working on a construction bot based ammo/fuel filling station. Is it an expensive thing to implement or make performant? I assumed the game already knows when the request is complete as ...
- Sun Apr 19, 2020 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] placeable_by allows robots to ignore max_payload
- Replies: 1
- Views: 1730
[0.18.18] placeable_by allows robots to ignore max_payload
I've got a Prototype/SimpleEntityWithForce that requires 20 of the item to build... placeable_by = { item = "placeable-test-item", count = 20 }, (see Prototype/Entity.placeable_by ) Problem 1: If I create a ghost for a "placeable-test-entity" , the single construction bot will ha...
- Sun Apr 19, 2020 12:04 pm
- Forum: Modding help
- Topic: [0.18.18] entity_type_filters on deconstruction-item
- Replies: 4
- Views: 1352
- Sun Apr 19, 2020 12:03 pm
- Forum: Resolved Requests
- Topic: DeconstructionItem ignores inherited entity_type_filters
- Replies: 2
- Views: 1377
DeconstructionItem ignores inherited entity_type_filters
deconstruction-item prototype page on the wiki shows that it inherits entity_type_filters, but it (and possibly others) are ignored as per Rseding here: [0.18.18] entity_type_filters on deconstruction-item
Please indicate this on the wiki!
Thanks.
Please indicate this on the wiki!
Thanks.
- Sat Apr 18, 2020 8:18 pm
- Forum: Modding interface requests
- Topic: Add on_robot_repaired_entity Event
- Replies: 1
- Views: 747
Re: Add on_robot_repaired_entity Event
Yes please!
I wanted to use a construction bot repairing as part of a staged build process for entities.
I wanted to use a construction bot repairing as part of a staged build process for entities.
- Sat Apr 18, 2020 7:38 pm
- Forum: Implemented mod requests
- Topic: on_item_request_removed
- Replies: 18
- Views: 5067
Re: on_item_request_removed
This would be handy.
- Sat Apr 18, 2020 5:52 pm
- Forum: Modding help
- Topic: [0.18.18] entity_type_filters on deconstruction-item
- Replies: 4
- Views: 1352
Re: [0.18.18] entity_type_filters on deconstruction-item
Thanks R.
The Prototype/DeconstructionItem page on the wiki indicates it inherits entity_type_filters from Prototype/SelectionTool?
Is this changed in 0.18?
The Prototype/DeconstructionItem page on the wiki indicates it inherits entity_type_filters from Prototype/SelectionTool?
Is this changed in 0.18?
- Sat Apr 18, 2020 10:40 am
- Forum: Modding help
- Topic: [0.18.18] entity_type_filters on deconstruction-item
- Replies: 4
- Views: 1352
[0.18.18] entity_type_filters on deconstruction-item
I'm trying to use entity_type_filters on a custom deconstruction-item ... { type = "deconstruction-item", name = "PlannerTest-deconstruction-item", icon = "__base__/graphics/icons/hazard-concrete.png", icon_size = 64, icon_mipmaps = 4, subgroup = "tool", order...
- Sun Apr 05, 2020 4:34 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 54109
Re: [0.18.x] Bob's Mods: General Discussion
Factorio Base v0.18.17
Bob's Functions Library mod v18.3
Bob's Ores mod v18.1
Creating a new game with above mods only, gives the following on the map generator page...
Unknown key: "autoplace-control-names.lithia-water"
Bob's Functions Library mod v18.3
Bob's Ores mod v18.1
Creating a new game with above mods only, gives the following on the map generator page...
Unknown key: "autoplace-control-names.lithia-water"
- Sun Apr 05, 2020 7:37 am
- Forum: Modding help
- Topic: Small item-group tab icons
- Replies: 1
- Views: 737
Small item-group tab icons
I'm really struggling with the new 0.18 dark GUI - I'm just finding it harder to distinguish the icons from one another. ClassicGUI mod helps in general, but how do I increase the item-group tab icons back to their old size? ItemGroups-Small icons.png On the left is 0.17 GUI, with the logistics icon...
- Tue Jan 14, 2020 8:35 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10K Monolithic Train Base with extra pictures.
- Replies: 25
- Views: 11862
Re: 10K Monolithic Train Base with extra pictures.
Cool thanks - just wondering!
- Tue Jan 14, 2020 3:13 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10K Monolithic Train Base with extra pictures.
- Replies: 25
- Views: 11862
Re: 10K Monolithic Train Base with extra pictures.
Nice benchmark script thanks - might be nice to not download the map every time though! https://factoriobox.1au.us/ indicates it won't work Steam? It seemed to work OK for me. 55 UPS 8 minutes ago Map cb0cd35aa6893dfdae2ce574d345d2c2 Factorio 0.17.79 (build 47865, win64, steam) Intel(R) Core(TM) i7-...
- Mon Dec 02, 2019 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Enter should always "OK"
- Replies: 24
- Views: 4979
Enter should always "OK"
TL;DR For some dialogs, pressing Enter key will Confirm/Accept/Save etc., but for many it does not. What ? Pressing enter should generally trigger the default action, like Esc is Cancel in most (all?) dialogs currently. Enter currently doesn't work for example to... Confirm an error dialog Create a...
- Sat Oct 19, 2019 8:50 am
- Forum: Modding interface requests
- Topic: Position GUI elements at shortcut bar
- Replies: 0
- Views: 601
Position GUI elements at shortcut bar
I would like to pop up a GUI from a custom shortcut, so it would be sweet to have it located adjacent to the shortcut bar.... I would also make use of being able to position a GUI to the left of the quickbar. I frequently find myself moving mouse from shortcut/quickbar at bottom/rightish to mod func...