Search found 490 matches

by Silari
Mon Sep 19, 2022 12:45 am
Forum: Technical Help
Topic: Rosetta needed for a MacBook Air M2?
Replies: 3
Views: 1118

Re: Rosetta needed for a MacBook Air M2?

If you search there are posts from other people on the M1 chips where it ran fine - pretty equivalent to comparable Intel-based macs IIRC. Don't think I've seen anyone post about results with an M2, but I doubt it'll be bad.
by Silari
Mon Sep 19, 2022 12:41 am
Forum: Technical Help
Topic: Rosetta needed for a MacBook Air M2?
Replies: 3
Views: 1118

Re: Rosetta needed for a MacBook Air M2?

Yes. Factorio is an x64 application - M2 chips are ARM based. Rosetta is needed to emulate x64.
by Silari
Sat Sep 17, 2022 12:16 am
Forum: Modding interface requests
Topic: Features of Infinite ressource
Replies: 14
Views: 2331

Re: Infinite ressource like Oil doesn't respect minimum property for depletion

Instead of deleting it couldn't you just set the initial_amount to the current value when on_resource_depleted fires? From my understanding that should make it start depleting to a new minimum, since the initial_amount is what determines what the minimum yield is. Haven't tried it though to confirm.
by Silari
Sun Sep 11, 2022 10:42 pm
Forum: Modding help
Topic: Trying to get the active weapon that a player is using?
Replies: 6
Views: 1229

Re: Trying to get the active weapon that a player is using?

It's part of the character entity: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.selected_gun_index . You can get the player's character, if any, using the LUAPlayer.character attribute. Be sure to check if the player has a character first - they may not if they are using sandbox, or ...
by Silari
Sat Sep 03, 2022 5:05 pm
Forum: Modding help
Topic: I want to make my car indestructible with cheats, is there some way?
Replies: 2
Views: 748

Re: I want to make my car indestructible with cheats, is there some way?

Hover over the car with the mouse so it's highlighted and use the console command /c game.player.selected.destructible = false It's basically the same thing, but you're telling the game that you want the player's currently selected entity to not be destructible, instead of their character. That's wh...
by Silari
Fri Aug 26, 2022 2:28 am
Forum: Technical Help
Topic: Centrifuge is disabled by script
Replies: 5
Views: 3319

Re: Centrifuge is disabled by script

SE buildings have to do a lot of scripting for its unique entities due to how the engine works. They're going to say disabled by script unless your spaceship is actively in flight.
by Silari
Fri Aug 26, 2022 2:24 am
Forum: Modding help
Topic: Help! Mod conflict - Tech tree unlocking not working as intended
Replies: 2
Views: 513

Re: Help! Mod conflict - Tech tree unlocking not working as intended

Never used it, but there's a way to tell SE not to mess with your techs, see the section on their wiki: https://spaceexploration.miraheze.org/wiki/Mod_compatibility_guide#Technical_stuff Not sure why it's happening, but its possible your tech requires a tech that needs the SE sciences, thus it's get...
by Silari
Fri Aug 26, 2022 2:17 am
Forum: Gameplay Help
Topic: HELP get rid of red boxes surrounding everything
Replies: 8
Views: 3569

Re: HELP get rid of red boxes surrounding everything

Ctrl+F5, 'Toggle GUI Debug' in the controls.

Pretty sure restarting the game also clears it.
by Silari
Tue Aug 23, 2022 2:09 am
Forum: Resolved Problems and Bugs
Topic: [1.1.61] Setting rocket_parts during rocket launch doesn't prep next rocket when launch completed
Replies: 1
Views: 1975

[1.1.61] Setting rocket_parts during rocket launch doesn't prep next rocket when launch completed

What I Did I set the rocket_parts of a silo to enough to build a rocket ("silo.rocket_parts = silo.rocket_parts + silo.prototype.rocket_parts_required"), as the item that was launched wasn't valid for that surface in my mod. Since preventing the launch with the invalid item isn't possible...
by Silari
Mon Aug 22, 2022 10:39 pm
Forum: Modding help
Topic: Command to show Character screen
Replies: 1
Views: 607

Re: Command to show Character screen

LuaControl.opened lets you read/write what a player has opened. If you want them to open the character screen, set it to that player.

Code: Select all

/c game.player.opened = game.player
in the console will make the player who runs it open their character window.
by Silari
Fri Aug 19, 2022 1:48 am
Forum: Technical Help
Topic: [1.1.63] Low available space in Steam Remote Storage warning
Replies: 28
Views: 7522

Re: [1.1.63] Low available space in Steam Remote Storage warning

Steam just prompted an update for me, and one of the bug fixes listed was fixing an error about low storage space for games that do not have cloud saving fully enabled. Anyone with the issue might want to check for an update, and hopefully it's fixed.
by Silari
Mon Aug 15, 2022 11:29 pm
Forum: Questions, reviews and ratings
Topic: Mod list sharing for the purpose of reporting issues with a mod
Replies: 10
Views: 1911

Re: Mod list sharing for the purpose of reporting issues with a mod

Space Exploration Postprocess uses code to log all the active mods and their versions in an easy-to-read section of the log. One could write a console command to do the same thing, or even write it to a separate file in the script-output folder. Thank you for the tip! Gonna have it in mind for next...
by Silari
Mon Aug 15, 2022 11:15 pm
Forum: General discussion
Topic: Pipe throughput measurements
Replies: 49
Views: 13328

Re: Pipe throughput measurements

Or is the throughput indirectly determined by the properties of the involved pieces, such as the game fluid behavior regarding flow in and flow out from tick to tick for every individual pipe piece? Doesn't the game "know" that there is a pipe of n length, so it has a throughput t with t(...
by Silari
Fri Aug 12, 2022 1:53 am
Forum: Modding help
Topic: How to change other mod's research?
Replies: 6
Views: 1486

Re: How to change other mod's research?

If you just want to change the prerequisite why are you trying to redefine the entire technology? On top of that, your code is set up to not do anything at all if the technology already exists, except it's always going to exist because they're in bob's inserters, which your mod requires. I'm guessin...
by Silari
Fri Jul 29, 2022 2:12 am
Forum: Gameplay Help
Topic: Pollution multiplier
Replies: 5
Views: 1512

Re: Pollution multiplier

Group size is it's own set of settings in the Enemy tab. There's a minimum and maximum size setting as well as cool down settings.
by Silari
Fri Jul 29, 2022 1:58 am
Forum: Technical Help
Topic: since latest patch... music is back... :(
Replies: 6
Views: 1360

Re: since latest patch... music is back... :(

HansMeiser wrote:
Thu Jul 28, 2022 7:23 am
Here, it only says "default" and "sdl" ...
Are you on Linux/OSX? DirectSound is only on Windows, you can't use it on anything else.
by Silari
Thu Jul 28, 2022 2:06 am
Forum: Technical Help
Topic: since latest patch... music is back... :(
Replies: 6
Views: 1360

Re: since latest patch... music is back... :(

For now you can set the audio-backend to 'allegro', which is the old one. It's an option in the hidden settings. Unlikely it gets added to the new backend. The old workaround was just setting a DirectSound flag that was part of the API and hoping it figured out when to mute. Per dev posts, new audio...
by Silari
Thu Jul 28, 2022 1:59 am
Forum: Gameplay Help
Topic: Pollution multiplier
Replies: 5
Views: 1512

Re: Pollution multiplier

You can do this with the /editor command. In the Surfaces tab you can use the "Edit map gen settings' button to view the map gen settings. The last tab has the option to change the attack cost modifier. Lower should reduce the pollution cost.
by Silari
Mon Jul 25, 2022 2:44 pm
Forum: General discussion
Topic: Should "Wire Shortcuts" be in the Base game ?
Replies: 16
Views: 4805

Re: Should "Wire Shortcuts" be in the Base game ?

P.S.: In this case we are both the same opinion. :P But it should not matter how long someone is in this forum, or how many posts he/she made. If something is right or wrong for you, you can argue with us, no matter what subject. okay, there was lot missunderstanding :D I 100% aggree with you. We h...
by Silari
Sat Jul 23, 2022 8:41 pm
Forum: Gameplay Help
Topic: Sandbox - cant place waterpump
Replies: 4
Views: 1466

Re: Sandbox - cant place waterpump

That is not a water pump, that is a fluid pipe for moving fluid through your pipes faster. Look through the second tab of the crafting menu for the correct one - in english it is called the Offshore Pump.

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