Search found 58 matches
- Fri Nov 15, 2024 4:59 am
- Forum: Assigned
- Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
- Replies: 2
- Views: 207
Re: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
To add on to what Stringweasel mentioned, it appears that when exiting cutscene controller, zoom is reset to an arbitrary level. In 1.1 it would stay at the level of the last waypoint. I would expect that when exiting the cutscene, zoom is either left unchanged from what it was during the cutscene (...
- Tue Nov 12, 2024 9:17 pm
- Forum: Implemented mod requests
- Topic: Increase the number of allowed pipe connection categories
- Replies: 1
- Views: 165
Increase the number of allowed pipe connection categories
Please consider increasing the number of allowed connection_category . Currently, if you load the game with the Py mod, add a pipe (and underground) for each fluid, and give each pipe a unique category so it doesn't connect to pipes for other fluids, the game errors on load, complaining about too ma...
- Tue Nov 12, 2024 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] macOS: Every time the app reloads after changing mod settings, it leaves an unclosable screen in manager
- Replies: 7
- Views: 686
Re: [StrangePan] macOS: Every time the app reloads after changing mod settings, it leaves an unclosable screen in manage
YAY oh my gosh thanks for fixing this one! I’m also sorry I never reported it, but it was happening for a long time. It was easy enough to close the zombie windows or just make the game not-fullscreen before restarting. But I’m glad I won’t need to do that anymore
- Wed Nov 06, 2024 12:50 am
- Forum: Modding interface requests
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 156
Re: Add a method of getting the vehicle a character entity is in while the player is remotely driving
Great! This one can get moved to "Already Exists"
- Wed Nov 06, 2024 12:48 am
- Forum: Modding interface requests
- Topic: Allow cutscenes while in remote view
- Replies: 0
- Views: 53
Allow cutscenes while in remote view
Similar to my other request about allowing cross-surface cutscenes, it would be great if cutscenes could be created for players while they are in remote controller. In 1.1, it was possible to create cutscenes for players while they had the map open, but in 2.0 since the map was replaced with the rem...
- Tue Nov 05, 2024 12:24 am
- Forum: Modding interface requests
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 156
Re: Add a method of getting the vehicle a character entity is in while the player is remotely driving
...
I have just learned that despite the docs indicating that player.physical_vehicle is a MapPosition, it is in fact the vehicle entity that I want. doh
I have just learned that despite the docs indicating that player.physical_vehicle is a MapPosition, it is in fact the vehicle entity that I want. doh
- Mon Nov 04, 2024 9:40 pm
- Forum: Modding interface requests
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 156
Add a method of getting the vehicle a character entity is in while the player is remotely driving
I would love to have some way of knowing what vehicle the player character entity is in. When in remote view and remotely driving a vehicle, both player.vehicle and player.character.vehicle return the remotely driven vehicle, even if the character is in a different vehicle. It would be nice if playe...
- Sun Nov 03, 2024 11:45 pm
- Forum: Modding interface requests
- Topic: Add optional bool parameter to entity.mine() to play a mining sound
- Replies: 0
- Views: 70
Add optional bool parameter to entity.mine() to play a mining sound
I found that when calling .mine() on an entity, no sound is played. Will you please consider adding an optional bool parameter to entity.mine() that tells the game to play entity.mined_sound ? Or if that's not possible for some reason, could mined_sound and mining_sound be findable somewhere in cont...
- Sun Nov 03, 2024 8:40 pm
- Forum: Bug Reports
- Topic: [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
- Replies: 1
- Views: 119
Re: [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
I'm finding that this happens frequently when the ghost layer is removed from the leg collision mask layers, resulting in the spiders reviving ghosts that their legs are standing on, trapping them.
- Sun Nov 03, 2024 4:06 am
- Forum: Documentation Improvement Requests
- Topic: Mention that useful_id uses Zero as a 'blank' value
- Replies: 1
- Views: 116
Re: Mention that useful_id uses Zero as a 'blank' value
+1 I read the phrase "Useful identifier of the object if it has one" and assumed it would be nil if the object didn't have one, completely overlooking the absence of a question mark next to the return. It would be nice to note that the value is specifically 0 if the object doesn't have a u...
- Fri Nov 01, 2024 8:10 am
- Forum: Bug Reports
- Topic: [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
- Replies: 1
- Views: 119
[2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
I've encountered an issue where the legs of my tiny spidertrons can get stuck, like they're pinned to the ground. To be honest I'm still not completely sure what's causing it, but I think it happens when they collide with something. Once that collision occurs, the leg is then forever un-moveable, ev...
- Sun Oct 27, 2024 7:24 am
- Forum: Assigned
- Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
- Replies: 2
- Views: 207
[Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
In Factorio 1.1 when overwriting the cutscene controller with new waypoints, if the first waypoint had `zoom = nil` then the zoom value from the previous waypoint would be used. In 2.0.11 this behavior has changed, so if the first waypoint has no zoom the camera will go way in. I assume (and hope) t...
- Thu Aug 08, 2024 4:37 pm
- Forum: Modding interface requests
- Topic: Allow cross-surface cutscenes
- Replies: 2
- Views: 330
Allow cross-surface cutscenes
With the impending Space Age expansion adding more planets to explore, it would be really nice to be able to create cutscenes showing entities on surfaces other than the one the engineer is currently on. This has been a long-requested feature from SE players for my trainsaver mod, and I’m certain it...
- Tue Jun 18, 2024 5:56 am
- Forum: Modding interface requests
- Topic: Add forced_value property for color mod settings
- Replies: 0
- Views: 207
Add forced_value property for color mod settings
https://wiki.factorio.com/Tutorial:Mod_settings#color-setting Can you please add a forced_value property to color mod settings? Exactly the same as it's done for bool-setting (only loaded if hidden = true) This would allow mod_a to overwrite mod_b's hidden color-setting without the player needing to...
- Fri Nov 17, 2023 8:10 am
- Forum: Not a bug
- Topic: [1.1.97] get_upgrade_direction() returns the current direction for loaders
- Replies: 1
- Views: 496
[1.1.97] get_upgrade_direction() returns the current direction for loaders
Steps to reproduce: 1. load a new save 2. place a loader somewhere 4. select the loader with the cursor and run the command /c game.print(game.player.selected.direction) 5. the game prints the direction 6. place a ghost loader going the opposite direction on top of the existing loader 7. select the ...
- Wed Sep 20, 2023 6:06 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.91] on_entity_color_changed event is not raised when the new color is nil
- Replies: 1
- Views: 998
[1.1.91] on_entity_color_changed event is not raised when the new color is nil
It appears the on_entity_color_changed event is not raised when the new color of an entity is nil. It would be nice if it did; a change from something to nothing is still a change. My use-case for this is: I want to cache the colors of entities so I don't need to access entity.color over and over to...
- Sun Sep 17, 2023 3:52 am
- Forum: Modding interface requests
- Topic: Change player.character_loot_pickup_distance_bonus from uint to double
- Replies: 1
- Views: 473
Change player.character_loot_pickup_distance_bonus from uint to double
The character_loot_pickup_distance_bonus in LuaControl is limited to a uint, while the character_loot_pickup_bonus in LuaForce gets to be a double. https://lua-api.factorio.com/latest/classes/LuaControl.html#character_loot_pickup_distance_bonus https://lua-api.factorio.com/latest/classes/LuaForce.ht...
- Thu Sep 07, 2023 6:26 am
- Forum: Modding interface requests
- Topic: Add a localized_name to Surfaces
- Replies: 1
- Views: 471
Add a localized_name to Surfaces
I would like to specify a LocalisedString to be displayed for a surface when it is referred to, maybe it can be defined as a parameter in game.create_surface(), or a read/write member of LuaSurface. This would allow a mod to add locale for a surface name, and other mods could use that locale when re...
- Fri Sep 01, 2023 8:27 am
- Forum: Modding interface requests
- Topic: Make scenario locale files available for error()
- Replies: 0
- Views: 316
Make scenario locale files available for error()
I'm working on a mod that adds a scenario. The mod makes some data stage changes that are required for the scenario. Because the scenario can be saved and then easily or accidentally loaded without the mod enabled, I want to add a localised error message if the mod is not enabled. -- example_mod/sce...
- Tue Aug 15, 2023 2:14 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] script-created projectiles don't attribute damage to the specified source
- Replies: 2
- Views: 1207