Search found 47 matches
- Tue Dec 26, 2023 1:31 pm
- Forum: Ideas and Suggestions
- Topic: PVP scenario: control the spawning of large and huge rocks in the starting area
- Replies: 0
- Views: 226
PVP scenario: control the spawning of large and huge rocks in the starting area
TL;DR Guarantee spawning of huge rocks in starting area to balance PVP scenario What ? It would be nice if this spawning was controlled to ensure a fixed amount of large and huge rocks in the proximity of the starting area. Why ? Across various starting scenarios, factorio already controls the spaw...
- Tue Dec 26, 2023 1:21 pm
- Forum: Bug Reports
- Topic: PVP scenario generated perimiter walls spawn over water
- Replies: 1
- Views: 414
PVP scenario generated perimiter walls spawn over water
With the PVP scenario default parameters, a perimiter wall is generated for you. However the landfill in this wall is one block too small: it spawns walls floating over water blocks. This causes several issues: 1. once picked up, the walls cannot be placed back 2. The walls connect to the adjescent ...
- Wed Apr 29, 2020 3:08 pm
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 2898
Re: Allow specifying the location of the script-output directory separately
This feature would be very much appreciated, due to changes in the way factorio handles symlinks on linux, they are now completely broken. Factorio on windows is still happy with having the base script-output be a symlink, but linux will not tolerate even that. This has caused multiple issue reports...
- Thu Feb 13, 2020 1:20 pm
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 2898
Allow specifying the location of the script-output directory separately
The proper location for this is kind of split between modding interface requests and ideas and suggestions, but my specific use case is for a mod so I'll post it here. It would be nice if it was possible to specify a separate location for script-output. AFAIK, currently this is not possible: while y...
- Wed Dec 18, 2019 4:08 pm
- Forum: Modding interface requests
- Topic: Ability to load a game trough command line stdin
- Replies: 0
- Views: 682
Ability to load a game trough command line stdin
Currently, the only documented way to be able to load games programmatically is by starting factorio.exe with the --load-game parameter. It would be nice if this same functionality would be possible on an already running game by sending it a command trough stdin. Factoriomaps heavily depends on the ...
- Tue Oct 08, 2019 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
- Replies: 1
- Views: 1894
[Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
pretty self explanatory.
Tested with command: factorio.exe --disable-migration-window --load-game luke.zip
Here is the result:
I've attached the luke.zip savefile in case it is needed.
Tested with command: factorio.exe --disable-migration-window --load-game luke.zip
Here is the result:
I've attached the luke.zip savefile in case it is needed.
- Wed Apr 03, 2019 9:22 pm
- Forum: Modding interface requests
- Topic: daytime parameter for take_screenshot
- Replies: 0
- Views: 652
daytime parameter for take_screenshot
I (cough) propose to add a daytime parameter to take_screenshot. If not passed, the current daytime of the surface is used.
example:
example:
Code: Select all
game.take_screenshot{daytime=0.5}
- Wed Mar 27, 2019 8:01 pm
- Forum: Modding interface requests
- Topic: on_updated: on_tick that works when paused
- Replies: 6
- Views: 1762
Re: on_updated: on_tick that works when paused
You can simply run a loop that counts to a billion to distract the CPU until the screenshot finishes. What OP wants, and the devs won't give, is a way to wait for exactly the right amount of time. No, that wouldnt do anything for me I think, since all the lua stuff is ran synchronously. Such an eve...
- Wed Mar 27, 2019 2:30 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 4609
Re: [0.17.18] Symlinks in script-output no longer work.
Thanks for the report however I don't consider this a bug. I don't want scripts writing anything outside of the script output folder even if you symlink it to some other location. Can I ask why not? In the case that the symlink was created by a user, permission is already explicitely given. In the ...
- Tue Mar 26, 2019 8:44 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 4609
Re: [0.17.18] Symlinks in script-output no longer work.
They're being paranoid about where they'll allow file overwrites by arbitrary code their engine loads? ... yup, that's some paranoia-level constraint checking. Good. These are mod-supplied file overwrites to mod-supplied paths, they _should_ be confined. The symlink would have to be made explicitel...
- Tue Mar 26, 2019 1:27 pm
- Forum: Modding interface requests
- Topic: on_updated: on_tick that works when paused
- Replies: 6
- Views: 1762
on_updated: on_tick that works when paused
When using game.tick_paused, I don't understand how to unpause the game after that. The only delayed entry points that might work that I can find are GUI or key events. Is this true, or am I missing something important? If not, I propose to add some kind of on_updated event, which works similar to o...
- Tue Mar 26, 2019 12:30 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 4609
[0.17.18] Symlinks in script-output no longer work.
In past versions of the game, you were always able to create a symlink from script-output to another folder to explicitely allow mods to output to different locations. This is no longer possible, the game now first resolves the symlink and then realises its no longer inside script-output. This is pr...
- Tue Feb 26, 2019 8:21 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.1] Non qwerty keyboard layouts are now shited
- Replies: 3
- Views: 1283
Re: [0.17.0] Non qwerty keyboard layouts are now shited
I think you misread the FFF-259 . They switched to scancodes from keycodes. Using the keys that would be WASD on a QWERTY layout should now be easier on an AZERTY layout. I imagine you had the keymapping changed before so that you were using the WASD equivalent (ZQSD?)? It's plausible the game didn...
- Tue Feb 26, 2019 8:10 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.1] Non qwerty keyboard layouts are now shited
- Replies: 3
- Views: 1283
[0.17.1] Non qwerty keyboard layouts are now shited
When you guys wrote a piece over keyboard input changes I feared the worst.. Now my fears have been confirmed, the change from using scancodes like normal programs to using keycodes has fucked over the default keyboard settings for just about everyone that doesn't use qwerty: wasd is now completely ...
- Mon Feb 25, 2019 10:12 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 4903
Re: read status of screenshot queue
The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. In multiplayer the game will sacrifice rendering for trying to keep up with the server. It should be safe to assume that rendering will happen within 10 ticks. Wait, do you...
- Mon Feb 25, 2019 7:50 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 4903
Re: read status of screenshot queue
The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. In multiplayer the game will sacrifice rendering for trying to keep up with the server. It should be safe to assume that rendering will happen within 10 ticks. Wait, do you...
- Mon Feb 25, 2019 4:27 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 4903
- Mon Feb 25, 2019 2:35 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 4903
Re: read status of screenshot queue
The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. (...) It should be safe to assume that rendering will happen within 10 ticks. Edit: The mod stalls the game for a very long time and is only suited for single player. I'm t...
- Mon Feb 25, 2019 11:16 am
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 4903
Re: read status of screenshot queue
L0laapk3, you should also know that capturing screenshot is not guaranteed to succeed and all errors that happen during taking screenshots are silently thrown away. How so? What are some of the errors that could potentially occur? Is it maybe an option to give some indication of those errors in the...
- Sun Feb 24, 2019 12:27 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 4903
Re: read status of screenshot queue
I was doing exactly this but only writing the file 1 tick later. The problem is there exist some sort of screenshotting queue that attempts to spread out the saving of files or something along those lines. So it doesn't actually work. I never noticed that it didnt work because for me it always worke...