Search found 21 matches

by Akhiros
Mon Jan 15, 2018 2:10 am
Forum: Minor issues
Topic: [Rseding91] [16.16] Mod `global` serialization bug
Replies: 3
Views: 1800

[Rseding91] [16.16] Mod `global` serialization bug

Entity references stored in a mod's global table are sometimes (but deterministically) invalidated after save/load. I've attached an isolated test-case to demonstrate this: SaveBug_1.0.0.zip Steps to reproduce: Start a new game using the mod. Move your cursor over an entity and run the command /save...
by Akhiros
Fri Feb 26, 2016 12:55 am
Forum: News
Topic: Steam Keys available
Replies: 83
Views: 44708

Re: Steam Keys available

Also, I noticed, that there is no demo version on Steam. Would it be possible to add it there, so that the people who are interested could try it right away? I wholeheartedly second this. It was the demo that caused me to purchase this game without hesitation. Factorio price is really €20.. not €19...
by Akhiros
Tue Feb 23, 2016 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Crash when simultaneously quitting and resuming.
Replies: 4
Views: 3487

[Oxyd] Crash when simultaneously quitting and resuming.

Version 0.12.23 crashes if you resume a game that you're quitting.

Steps to reproduce:
  1. Start a new multiplayer game.
  2. Press escape to open the menu.
  3. Click "Quit game" immediately followed by "Resume"
by Akhiros
Sat Aug 01, 2015 12:19 pm
Forum: Releases
Topic: Version 0.12.2
Replies: 22
Views: 38068

Re: Version 0.12.2

I surely hope, Factorio Dev's learns from other companies mistakes and makes a surefire way of being able to update game without breaking mods. I know it's a lot to ask, but I hope in the near future many game developers come up with something in regards to this matter. Actually, I have the distinc...
by Akhiros
Fri Jul 31, 2015 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1][Oxyd] Inserters vs Enemy Chests
Replies: 7
Views: 4477

Re: [0.12.1][Oxyd] Inserters vs Enemy Chests

Hey, just to let you know, I noticed that in 0.12.2 inserters can put items into enemy chests.
by Akhiros
Tue Jul 28, 2015 1:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1][Oxyd] Inserters vs Enemy Chests
Replies: 7
Views: 4477

Re: [0.12.1][Oxyd] Inserters vs Enemy Chests

Thanks for fixing it!
by Akhiros
Tue Jul 28, 2015 10:32 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1][Oxyd] Inserters vs Enemy Chests
Replies: 7
Views: 4477

Re: [0.12.1][Oxyd] Inserters vs Enemy Chests

In 0.12.1, if I place items (such as raw wood) in a storage chest, then set its force to enemy, I'll be unable to open the chest (as expected). If I then place a requester chest that requests logs, my logistic bots will grab the logs out of enemy storage.
by Akhiros
Tue Jul 28, 2015 9:19 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1][Oxyd] Inserters vs Enemy Chests
Replies: 7
Views: 4477

Re: [0.12.1][Oxyd] Inserters vs Enemy Chests

Just to clarify, I meant that bots shouldn't interact with enemy logistic chests.
by Akhiros
Tue Jul 28, 2015 2:49 am
Forum: Implemented mod requests
Topic: Interacting with tree color and foliage state
Replies: 1
Views: 3040

Interacting with tree color and foliage state

Would it be possible to make the LuaEntity's color attribute be readable/writable for trees? I'd love to try indicating crop health via vibrant green vs sickly yellow. Also, could you make it so that trees' foliage state can be read/written? This is so that if I want to replace one tree with another...
by Akhiros
Tue Jul 28, 2015 2:37 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1][Oxyd] Inserters vs Enemy Chests
Replies: 7
Views: 4477

[0.12.1][Oxyd] Inserters vs Enemy Chests

I'm not sure if this is a bug report or a feature request, but in case it's been overlooked: Inserters and bots can interact with enemy chests (I'm guessing assemblers too?). So... although I can't pull items out of an enemy chest myself, I can place an inserter to do it for me. Could it be changed ...
by Akhiros
Fri Jul 24, 2015 9:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0] [kovarex] Stuck Belt Weirdness
Replies: 4
Views: 4021

[0.12.0] [kovarex] Stuck Belt Weirdness

I'm encountering some weirdness with a stuck belt. Since a picture is worth a thousand words: belts.jpg I noticed this during an MP game and made a save, which seems to reproduce it: (note: landfill 2.1.5 is used) belt-nonupdate.zip Some behaviors I've noticed: Deleting and replacing the bottom belt...
by Akhiros
Fri Jun 26, 2015 9:49 am
Forum: Resolved Problems and Bugs
Topic: [0.11.22] Crash deleting mined entity in onrobotpremined
Replies: 1
Views: 939

[0.11.22] Crash deleting mined entity in onrobotpremined

Factorio will crash if you delete the mined entity In the callback for the onrobotpremined event. I'm attaching a mod to demonstrate the bug; just start a new game with this and Factorio should crash. crash_1.0.0.zip Normally I'm reticent to report issues caused by my modding mistakes, but Rseding91...
by Akhiros
Tue Jun 23, 2015 9:47 am
Forum: News
Topic: Friday Facts #91 - Being the evil guy
Replies: 82
Views: 54119

Re: Friday Facts #91 - Being the evil guy

I'm under the impression "pollution" isn't any particular thing, but is all-encompassing, even including things like dust and noise. (it really took me by suprise when I first noticed that mining expansions produced copious amounts of pollution) Assuming pollution includes things that coul...
by Akhiros
Mon May 18, 2015 7:01 am
Forum: This Forum
Topic: rel=nofollow
Replies: 11
Views: 17206

rel=nofollow

When reporting some spam in the general forums recently, I noticed it doesn't look as if links in user posts have rel="nofollow" (or equivalent). I'd strongly advocate adding rel="nofollow" to any outbound links posted by untrusted users. The lack of rel="nofollow" give...
by Akhiros
Mon Apr 20, 2015 10:56 am
Forum: Implemented mod requests
Topic: Blueprint Events
Replies: 0
Views: 2506

Blueprint Events

Hi, I'd like to request some way to tweak blueprints when they're first created. Use case: In agri-mod , I use multiple entities to represent different stages of trees, and those entities cannot be directly placed. I'd like to set things up so that mid-stage tree entities get replaced with seedlings...
by Akhiros
Wed Apr 15, 2015 9:36 am
Forum: Resolved Problems and Bugs
Topic: [0.11.20] [cube] Dropping MP while joining.
Replies: 16
Views: 10825

Re: [0.11.20] [cube] Dropping MP while joining.

If it helps with reproducibility, I've also had this problem when in a completely vanilla game with Sekkmer, and Twinsen tried to connect to me from the Wube office. Twinsen would get dropped while downloading the map. Unfortunately, I don't remember if it was 0.11.20 or 0.11.21.
by Akhiros
Sat Apr 11, 2015 8:58 am
Forum: Mods
Topic: [MOD 11.18] Agricultural Mod
Replies: 8
Views: 17400

Re: [MOD 11.18] Agricultural Mod

[...] in the current state, the only interesting things is the healing on the trees. I agree. This mod is under development and nowhere near finished, which is why I've listed it in the WIP forum, not the main one. I'll ask a moderator to move it to the main mod forum once it's far enough along tha...
by Akhiros
Sat Apr 04, 2015 11:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.20] [cube] Dropping MP while joining.
Replies: 16
Views: 10825

Re: .20 Dropping MP while joining.

If I might add to this, I'm the other player. Leveller and I were playing a game where we were the only two people, then I hit a lag-spike, got disconnected and was unable to rejoin. When I'd try to join a game hosted by him, I would get about halfway through the download before the player-not-respo...
by Akhiros
Sun Mar 15, 2015 2:55 am
Forum: Mods
Topic: [MOD 11.18] Agricultural Mod
Replies: 8
Views: 17400

[MOD 11.18] Agricultural Mod

I'm creating this to learn about modding. So far its features are: Healing trees: Note that the trees heal very slowly (about 1 health a minute); the goal is to be subtle, but ensure that trees get better before long if you're busy maintaining other things. Robot-based tree-farming for wood: Seedlin...

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