Search found 61 matches
- Thu Nov 21, 2024 2:40 am
- Forum: Bug Reports
- Topic: [2.0.20] SimulationDefinition's generate_map=true produced a black screen
- Replies: 0
- Views: 61
[2.0.20] SimulationDefinition's generate_map=true produced a black screen
What did you do? I was adding a new tip entry. When I set checkboard = false and generate_map = true, the simulation screen doesn't generate a map. It only has a black screen, an unchart map? I tried force to chart it in the init code block. That didn't fix it. What happened? I see black screen. Wha...
- Wed Nov 20, 2024 4:45 am
- Forum: Modding interface requests
- Topic: attack_target_mask and ignore_target_mask for other player combat entities
- Replies: 0
- Views: 68
attack_target_mask and ignore_target_mask for other player combat entities
I'm trying to add an invisible unit. Those 2 masks work great on turrets. However, there is no way to make that work for player combat entities, e.g any friendly "unit" types, spidertron, gun, combat-robot etc. Friendly unit and spidertron can auto target the invisible unit. Adding trigger...
- Thu Nov 14, 2024 5:09 am
- Forum: Duplicates
- Topic: [2.0.17] Gleba enemies stay frozen when about to attack
- Replies: 6
- Views: 403
Re: [2.0.17] Gleba enemies stay frozen when about to attack
Just for a note. It may be related to the unit pathing bug since 1.1.50. The bug ticket holder left before they could fix the bug.
viewtopic.php?f=29&t=101264
viewtopic.php?f=29&t=101264
- Mon Oct 28, 2024 5:15 pm
- Forum: Assigned
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 2
- Views: 250
Re: [2.0.11] Unit commands seems not behaving properly.
I added a few more tests to test other command. Flee and build base failed too. Using compound command with wandering, then go to location work fine.
Here are the updated tests.
https://drive.google.com/file/d/1jFh72I ... drive_link
Here are the updated tests.
https://drive.google.com/file/d/1jFh72I ... drive_link
- Mon Oct 28, 2024 2:59 am
- Forum: Assigned
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 2
- Views: 250
[StrangePan] [2.0.11] Unit commands seems not behaving properly.
In test case 1, the group does "attack area" command, but they are not attacking. The attack area has a rocket silo. The group went to the target area and then hit moving_state.stale . They did not attack the rocket silo and the group completed the command as "success" in on_ai_c...
- Thu Jun 13, 2024 3:42 am
- Forum: Modding interface requests
- Topic: Allow "unit" type to teleport cross-surface
- Replies: 1
- Views: 231
Allow "unit" type to teleport cross-surface
https://lua-api.factorio.com/latest/classes/LuaControl.html#teleport Only players, cars, and spidertrons can be teleported cross-surface. May you add "unit" type support? I workaround it by destroying existing unit and recreating with the unit with same health on the other surface. Doing s...
- Sun May 05, 2024 4:30 am
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 3477
Re: [Preview] Mod Portal: Weekly Highlights
I think each highlight row should only promote 1 mod from the same modder. I noticed it often promote multiple mods from same modder. For example, this week's Great mods tagged with "Manufacturing" promotes 3 mods from the same modder. I think having "1 mod from the same modder" ...
- Tue Jan 16, 2024 3:23 am
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 1459
Re: Ammo range modification
You can set the max range for the projectiles under action delivery. https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html attack_parameters = { ammo_type = { category = "laser", target_type = "entity", action = { type = "direct", action_delivery = { ...
- Mon Jan 15, 2024 1:37 am
- Forum: Modding help
- Topic: defines.command.attack_area completes prematurely?
- Replies: 0
- Views: 271
defines.command.attack_area completes prematurely?
My mod uses defines.command.attack_area command. I noticed that the attack command seems finish prematurely. Like the biters attack a few time and the task is marked as finished. Majority of the buildings in the area are still standing. :?: :?: Here is how it looks in action. https://www.youtube.com...
- Fri Jan 05, 2024 12:56 am
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3602
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
AntiElitz's attachments are from vanilla build.
You can take a look his "bu greport stuck biters.zip" and other attachment.
The screencap was taken from his "bu greport stuck biters.zip" save. That save has replay. But it needs 1.1.56 build.
You can take a look his "bu greport stuck biters.zip" and other attachment.
The screencap was taken from his "bu greport stuck biters.zip" save. That save has replay. But it needs 1.1.56 build.
- Tue Dec 26, 2023 11:47 pm
- Forum: Not a bug
- Topic: [1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.
- Replies: 1
- Views: 523
[1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.
What did you do? I tried to run game.surface[1].request_to_generate_chunks({0,0}, 512) while working on my mods. What happened? That code ran, but the map generator get stuck and using significant resource which make the game not playable. What did you expect to happen instead? It might be obvious ...
- Sat Dec 02, 2023 10:21 pm
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3602
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Hello. Is there any update on the unit stuck issue? It has been almost 50 updates since Oxyd left. :lol: The attachment map with latest occurrence. The red arrow point to the stuck group. Bug2.jpg The save has one group stuck. It seems to happen when they lost their target. They stuck at State "...
- Thu Nov 30, 2023 9:02 pm
- Forum: Mod portal Discussion
- Topic: Allow selecting both category and tag on top nav.
- Replies: 1
- Views: 568
Allow selecting both category and tag on top nav.
The core functionality is already there. The UI just needs some changes.
https://mods.factorio.com/?category=con ... ersion=1.1
There are too many noise from the mod packs when I only want to view content from a tag.
https://mods.factorio.com/?category=con ... ersion=1.1
There are too many noise from the mod packs when I only want to view content from a tag.
- Tue Aug 29, 2023 10:28 pm
- Forum: Implemented mod requests
- Topic: Add event for when a unit_group is destroyed
- Replies: 2
- Views: 900
Re: Add event for when a unit_group is destroyed
This would be useful for enemy AI mods.
- Mon Aug 21, 2023 1:16 am
- Forum: Documentation Improvement Requests
- Topic: How do *_penalty in attack parameters work for turrets?
- Replies: 1
- Views: 533
How do *_penalty in attack parameters work for turrets?
How do the range for *_penalty (health/rotate/fire_penalty) for attack parameters work? Fire turret uses 15 for its fire_penalty, what does that 15 imply? Are there a min / max range for it? Let say I want my turret to pick very high/max health with minimal rotation. If I set health_panelty to -15 f...
- Thu Aug 03, 2023 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Game hang @ loading sound 95%
- Replies: 10
- Views: 2572
Re: [1.1.88] Game hang @ loading sound 95%
If the expansion has some mechanic to change max health and damage mulitplier for entities during runtime, that would be able to reduce the prototype counts from my mods.
- Thu Aug 03, 2023 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Game hang @ loading sound 95%
- Replies: 10
- Views: 2572
Re: [1.1.88] Game hang @ loading sound 95%
That's interesting.
- Thu Aug 03, 2023 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Game hang @ loading sound 95%
- Replies: 10
- Views: 2572
Re: [1.1.88] Game hang @ loading sound 95%
lol. It seems related to Clion's Redirect Input. The same build seems runs fine without it.
That option works fine on 1.1.80 build tho.
That option works fine on 1.1.80 build tho.
- Thu Aug 03, 2023 3:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Game hang @ loading sound 95%
- Replies: 10
- Views: 2572
Re: [1.1.88] Game hang @ loading sound 95%
Here is how I reproduced the "Quit Game" freeze on a clean build. Please grab my mod-settings.dat from Gdrive as well. It has some changes in the startup settings. Game test - Start "EnemeyRaceManager/General Debug" scenario - Set the map type to "ERM DEBUG" - Start the...
- Thu Aug 03, 2023 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Game hang @ loading sound 95%
- Replies: 10
- Views: 2572
Re: [1.1.88] Game hang @ loading sound 95%
https://drive.google.com/drive/u/0/folders/1iNqLBIyRRoA1tZ_-XR14hglYybJJBIY3 Download the mod zip and unpack it in the zip folder. In a clean build, it may load OK for a few times. Once it starts to happen, it loads into the menu and then freeze. If not, you can try load up an EnemyRaceManage/Genera...