Almost certainly a dupe of this
Progress is a floating point number, they aren't precise so sometimes you get very tiny differences in the amounts.
Search found 493 matches
- Sat Sep 24, 2022 7:41 pm
- Forum: Duplicates
- Topic: [1.1.69] Productivity bonus does not properly apply at high crafting speed
- Replies: 1
- Views: 742
- Sat Sep 24, 2022 1:07 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Hitting Escape/E does not work in the 'User login' popup
- Replies: 1
- Views: 1768
[1.1.68] Hitting Escape/E does not work in the 'User login' popup
What Happened I selected the Install tab under mods, which then asked me to login to my factorio account, hit the Escape key, and nothing happened. What I Expected For Escape to exit the dialog via the back button, as it does in other windows. Hitting Enter works as expected. Hitting 'e' does nothi...
- Mon Sep 19, 2022 4:56 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 518920
Re: Simple Questions and Short Answers
I want to change the "Absorption modifier" from 100% to 50% and if possible the "Maximum group size" for the enemies to 30 midgame using the console. Is that possible and what would be the commands to do that? Should be something like /c game.map_settings.pollution.aeging = 0.5 ...
- Mon Sep 19, 2022 12:45 am
- Forum: Technical Help
- Topic: Rosetta needed for a MacBook Air M2?
- Replies: 3
- Views: 1176
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.
- Mon Sep 19, 2022 12:41 am
- Forum: Technical Help
- Topic: Rosetta needed for a MacBook Air M2?
- Replies: 3
- Views: 1176
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.
- Sat Sep 17, 2022 12:16 am
- Forum: Modding interface requests
- Topic: Features of Infinite ressource
- Replies: 14
- Views: 2508
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.
- 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: 1297
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 ...
- 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: 820
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...
- Fri Aug 26, 2022 2:28 am
- Forum: Technical Help
- Topic: Centrifuge is disabled by script
- Replies: 5
- Views: 3411
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.
- Fri Aug 26, 2022 2:24 am
- Forum: Modding help
- Topic: Help! Mod conflict - Tech tree unlocking not working as intended
- Replies: 2
- Views: 548
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...
- Fri Aug 26, 2022 2:17 am
- Forum: Gameplay Help
- Topic: HELP get rid of red boxes surrounding everything
- Replies: 8
- Views: 3726
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.
Pretty sure restarting the game also clears it.
- 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: 2021
[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...
- Mon Aug 22, 2022 10:39 pm
- Forum: Modding help
- Topic: Command to show Character screen
- Replies: 1
- Views: 636
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.
in the console will make the player who runs it open their character window.
Code: Select all
/c game.player.opened = game.player
- 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: 7771
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.
- 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: 2005
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...
- Mon Aug 15, 2022 11:15 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 14002
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(...
- Fri Aug 12, 2022 1:53 am
- Forum: Modding help
- Topic: How to change other mod's research?
- Replies: 6
- Views: 1559
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...
- Fri Jul 29, 2022 2:12 am
- Forum: Gameplay Help
- Topic: Pollution multiplier
- Replies: 5
- Views: 1555
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.
- Fri Jul 29, 2022 1:58 am
- Forum: Technical Help
- Topic: since latest patch... music is back... :(
- Replies: 6
- Views: 1413
Re: since latest patch... music is back... :(
Are you on Linux/OSX? DirectSound is only on Windows, you can't use it on anything else.
- Thu Jul 28, 2022 2:06 am
- Forum: Technical Help
- Topic: since latest patch... music is back... :(
- Replies: 6
- Views: 1413
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...