Search found 5110 matches
- Fri Nov 03, 2023 9:53 am
- Forum: Implemented in 2.0
- Topic: [1.1.91] Allow unselecting category in the ingame mod browser
- Replies: 2
- Views: 472
Re: [1.1.91] Allow unselecting category in the ingame mod browser
With refactorings and cleanups, we got this fixed in 2.0
- Mon Oct 30, 2023 6:35 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35955
Re: Friday Facts #382 - Logistic groups
why in Klonans example of a remote base has the passive supply chest have it's contents be multiplied by -2 in that network. Can someone explain what the purpose of doing that is vs just multiplying the signals by -1 and applying the constant combinator to that signal so if anything is below the am...
- Sat Oct 21, 2023 7:15 pm
- Forum: Mod portal Discussion
- Topic: Increase 144x144 cap on mod portal thumbnails
- Replies: 2
- Views: 583
Re: Increase 144x144 cap on mod portal thumbnails
This appears to have been actioned, either since I posted the above or at some point in the last month, which was the previous time I uploaded a mod. I uploaded a mod yesterday and the mod portal uses the 288x288 thumbnail, and I can see that a couple of others uploaded on the same day also do the ...
- Thu Oct 19, 2023 5:36 am
- Forum: Not a bug
- Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
- Replies: 1
- Views: 418
Re: Unit entities created on an old mod prototype version have "cached" movement_speed
The speed of the unit is runtime read/write, you can set it to anything at runtime, the prototype just acts as the 'default max speed'
https://lua-api.factorio.com/latest/cla ... html#speed
You can write the speed in a migration to fix it up yourself if you want,
In short this isn't a bug
https://lua-api.factorio.com/latest/cla ... html#speed
You can write the speed in a migration to fix it up yourself if you want,
In short this isn't a bug
- Fri Oct 06, 2023 11:35 am
- Forum: Fixed for 2.0
- Topic: [0.11.17] Shadow Angle Inconsistency
- Replies: 4
- Views: 13900
Re: [0.11.17] Shadow Angle Inconsistency
This is fixed in 2.0
- Fri Oct 06, 2023 11:35 am
- Forum: Fixed for 2.0
- Topic: [0.17.9] (minor) Shadow of wire connection is weird
- Replies: 12
- Views: 9389
Re: [0.17.9] (minor) Shadow of wire connection is weird
This is fixed in 2.0
- Thu Oct 05, 2023 12:20 pm
- Forum: Technical Help
- Topic: Unable to change Factorio username!
- Replies: 7
- Views: 18823
Re: Unable to change Factorio username!
Absolute legend. One question; what will happen to items I had in multiplayer servers after i change name? I changed my username and now all my items are gone. If you change your name your save game will see your new name as a new character. You can use a console command to swap your character back...
- Fri Sep 22, 2023 1:02 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 23
- Views: 9638
Re: Forum name change
It is doneEngimage wrote: ↑Fri Sep 22, 2023 12:50 pmHi @Klonan,
Please change my forum username toto match my Factorio usernameCode: Select all
Engimage
Thank you in advance!
- Fri Sep 22, 2023 12:57 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 50563
Re: Friday Facts #377 - New new rails
Love the tweaks to the rail system. Although it was workable before, there were definitely some odd quirks to it. Given the increase in curve size, would you mind sharing what a turnaround would look like? I would be very excited to see it become a smooth circle rather than the lumpy fella it is no...
- Fri Sep 01, 2023 3:34 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 43139
Re: Friday Facts #374 - Smarter robots
With this new feature, we can set all the roboports near our resupply point to always have 100 logistic robots available. Once we arrive, our needs are serviced in record time, and afterwards you can see robots arriving to get the roboport back up to 100. In the example animation, it seemed the rob...
- Sun Aug 27, 2023 9:32 am
- Forum: Modding help
- Topic: Modifying Vanilla Asset to inherit other prototype
- Replies: 2
- Views: 403
Re: Modifying Vanilla Asset to inherit other prototype
The way to do it, would be to make a new ammo turret from scratch which takes the flamer fuel, and then use the flamethrower graphics for it
The two types (ammo turret and fluid turret) have quite different logic and prototype definitions, it isn't simple to just change the type and have it all work.
The two types (ammo turret and fluid turret) have quite different logic and prototype definitions, it isn't simple to just change the type and have it all work.
- Thu Jul 27, 2023 10:18 am
- Forum: Modding help
- Topic: Custom sprite-button not firing on_gui_click
- Replies: 4
- Views: 633
Re: Custom sprite-button not firing on_gui_click
Are you setting the mouse filter on the button? https://lua-api.factorio.com/latest/Lua ... ton_filter
- Mon Jul 24, 2023 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] missing bottom frame when add frame in blueprint_setup_gui if blueprint too big
- Replies: 1
- Views: 667
Re: [Klonan] missing bottom frame when add frame in blueprint_setup_gui if blueprint too big
Looks like its fixed as part of this: viewtopic.php?f=30&t=107903
- Mon Jul 24, 2023 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.59] Relative GUI causes "Create blueprint" button to disappear
- Replies: 2
- Views: 1105
Re: [Klonan] [1.1.59] Relative GUI causes "Create blueprint" button to disappear
Seems to be fixed as part of this:
viewtopic.php?f=30&t=107903
viewtopic.php?f=30&t=107903
- Mon Jul 24, 2023 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.87] [switch] Blueprint UI is sometimes cut off in handheld mode at default UI scale.
- Replies: 1
- Views: 935
Re: [Klonan] [1.1.87] [switch] Blueprint UI is sometimes cut off in handheld mode at default UI scale.
Thanks for the report,
It is fixed for the next release
It is fixed for the next release
- Mon Jul 24, 2023 10:23 am
- Forum: Modding help
- Topic: Problem with "Wave defense" scenario
- Replies: 4
- Views: 895
Re: [Klonan] Problem with "Wave defense" scenario
I looked into it, and unfortunately I don't see a good way to handle this on my side, especially as I don't want to start writing specific mod exclusions in to base game scenarios My only suggestion would be to only create 1 surface and use position offsets for the characters, which will reduce the ...
- Mon Jul 24, 2023 9:22 am
- Forum: Gameplay Help
- Topic: How to turn off the yellow warning icon?
- Replies: 8
- Views: 1542
Re: How to turn off the yellow warning icon?
You can disable those alerts with a command (It won't disable achievements):
/alerts disable not_enough_repair_packs
/alerts disable not_enough_repair_packs
- Tue Jul 04, 2023 10:25 pm
- Forum: Implemented for 2.0
- Topic: extend /admins [online|o] [count|c] <-- akin to /players
- Replies: 3
- Views: 824
Re: extend /admins [online|o] [count|c] <-- akin to /players
I will move this to modding interface requests as it feels more appropriate
- Tue Jul 04, 2023 7:04 pm
- Forum: Technical Help
- Topic: Player vs Player map editor doesnt start
- Replies: 4
- Views: 620
Re: Player vs Player map editor doesnt start
After choosing a team you can go back to the editor using the console command `/editor`
- Mon Jul 03, 2023 7:54 pm
- Forum: Technical Help
- Topic: Player vs Player map editor doesnt start
- Replies: 4
- Views: 620
Re: Player vs Player map editor doesnt start
Hi Folks I can use the map editor in every scenario but whenever i pick to edit player vs player map, all i get is this What am i doing wrong? In the map editor, the map is paused by default, so if you want to generate the map you will need to run the game tick for a little while so it can generate...