Search found 58 matches

by asher_sky
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 (...
by asher_sky
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...
by asher_sky
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 :)
by asher_sky
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...
by asher_sky
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
by asher_sky
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...
by asher_sky
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...
by asher_sky
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.
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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 ...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...
by asher_sky
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...

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