Search found 27 matches
- Wed Jul 10, 2024 1:27 pm
- Forum: Already exists
- Topic: Event for entities set on fire
- Replies: 2
- Views: 1421
Re: Event for entities set on fire
Trees don't actually get damaged (as far as 'damaged' is concerned for events or health points) when burning. They merely progress through the progress variable and then (based on an internal random chance I guess) either remain as completely burnt tree with progress 3, or are deleted from the game....
- Wed Jul 10, 2024 12:05 pm
- Forum: Modding interface requests
- Topic: Updating blueprints cannot be modified by mods
- Replies: 1
- Views: 277
Updating blueprints cannot be modified by mods
There are two connected issues here when editing an existing blueprint via the "select new contents" button. 1) After the selection is done the blueprint is already updated and has already been saved, despite the UI suggesting the changes need to be saved and there being a close button in ...
- Sun Mar 17, 2024 2:45 pm
- Forum: Implemented mod requests
- Topic: Adjust blueprint data when selecting new entities for existing blueprint
- Replies: 1
- Views: 469
Adjust blueprint data when selecting new entities for existing blueprint
When using the "Select new entities" button for an existing blueprint, mods do not appear to have a chance to adjust the blueprint data on save. in on_player_setup_blueprint the blueprint is not setup, nor valid for read. However the same is true for on_player_configured_blueprint and the ...
- Sat Feb 03, 2024 2:29 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19576
Re: Friday Facts #396 - Sound improvements in 2.0
I then realised that we could have invisible creatures, for example small non-hostile alien birds in the trees Is it just me, or does that mean a lot more entities, which needs to be calculated and drag UPS down? As for the ambient noise sound, I trust they can be controlled/disabled separately? Be...
- Wed Dec 27, 2023 2:44 pm
- Forum: Resolved Problems and Bugs
- Topic: migration_applied in on_configuration_changed is always false
- Replies: 1
- Views: 1287
migration_applied in on_configuration_changed is always false
I just ran into the issue that the game definitely applied migrations, but then in on_configuration_changed the `migration_applied` member was still false. 6418.331 Applying migration: TestingMod: 4.0.0.lua 6460.499 Script @__silent-testing-mod__/control.lua:122: on_configuration_changed, migration_...
- Fri Aug 04, 2023 4:28 pm
- Forum: Modding interface requests
- Topic: Get electric network information using API
- Replies: 6
- Views: 1924
Re: Get electric network information using API
I would also like to see the ability to get a list of electric networks, ideally similar to how you can get logistic networks, which then just group them by surface and have a list of them for each surface. It would also have to allow accessing either the LuaFlowStatistics of it directly from the ne...
- Fri Jun 02, 2023 12:28 pm
- Forum: Modding help
- Topic: Decider Combinator without power usage
- Replies: 2
- Views: 822
Re: Decider Combinator without power usage
That seems to work, thanks
- Thu Jun 01, 2023 3:29 pm
- Forum: Modding help
- Topic: Decider Combinator without power usage
- Replies: 2
- Views: 822
Decider Combinator without power usage
Is there a way to completely remove power usage from a custom decider combinator? I tried setting active_energy_consumption to nil but the game complains. I could set it to a low value, but a very low value will just make the "no Power" symbol appear. It will also still show up in the powe...
- Sat Mar 11, 2023 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77.60464] NPE in EntityUsageBitMask::operator&
- Replies: 1
- Views: 1840
[1.1.77.60464] NPE in EntityUsageBitMask::operator&
While playing on latest 1.1.77 experimental multiplayer earlier today, we had the game crash after killing a mod / scenario controlled entity. We were playing crashsite scenario and upon killing a turret in one of the bases of crashsite we experienced a reproducible game crash. This can be reproduce...
- Mon Dec 26, 2022 4:25 pm
- Forum: Outdated/Not implemented
- Topic: Multiplayer settings should NOT modify global/local game settings
- Replies: 2
- Views: 1139
Multiplayer settings should NOT modify global/local game settings
Hosting a local multiplayer ("Host saved/new game") and unticking the save options in the dialog will silently modify global game settings on your local instance of Factorio, in that it will simply turn OFF autosaves globally ! There is no indication that this is what will happen and that ...
- Sat Jul 30, 2022 12:36 am
- Forum: Already exists
- Topic: Event for entities set on fire
- Replies: 2
- Views: 1421
Event for entities set on fire
I would like to ask about the possibility to detect (via an event) entities that are set on fire. This could be a generic event with filters or an extension to an existing event with an added filter that allows to get entities that are set on fire. Should have filters for entity type and the burn st...
- Wed Apr 13, 2022 6:49 pm
- Forum: Modding help
- Topic: Detect burning trees / burnt trees
- Replies: 0
- Views: 638
Detect burning trees / burnt trees
I was trying to detect burning trees / trees on fire / burnt down trees. However it appears trees do not actually take any damage when they are on fire, and the only change that appears to happen is that the debug ui shows that the "progress" of the tree is advanced in increments of 1 to t...
- Mon Feb 14, 2022 5:44 pm
- Forum: Pending
- Topic: [1.1.53] find_non_colliding_position returns colliding position
- Replies: 4
- Views: 2048
Re: [1.1.53] find_non_colliding_position returns colliding position
basically I have been doing the following for some time. Eventually you will find a place that is claimed as being a valid position, you will be teleported and unable to move. This might put you at the edge of spawners, barely inside a cliff or into a rock. local function getRandomPositionInDistance...
- Sat Feb 12, 2022 9:42 am
- Forum: Pending
- Topic: [1.1.53] find_non_colliding_position returns colliding position
- Replies: 4
- Views: 2048
[1.1.53] find_non_colliding_position returns colliding position
calling game.player.surface.find_non_colliding_position('car', game.player.position, 10, 1) returns a position that will collide with the car, as evidenced by teleporting the car to the returned location, then attempting to move the car, which won't move. When using a precision of 2 it works, in tha...
- Tue Nov 02, 2021 7:16 pm
- Forum: Modding help
- Topic: Electric Network without visible wire
- Replies: 4
- Views: 1431
- Tue Nov 02, 2021 12:17 pm
- Forum: Modding help
- Topic: Electric Network without visible wire
- Replies: 4
- Views: 1431
Electric Network without visible wire
I would like an entity to have electric network transport properties (similar to power poles) but without visible copper wire connections. Currently I spawn a custom electric pole to get connectivity to the electric network. However as the default wires have the curved drawing it's getting kind of u...
- Fri Jan 05, 2018 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags]Blueprint search resets after interaction
- Replies: 1
- Views: 2199
[wheybags]Blueprint search resets after interaction
When opening the Blueprint Library (B) and searching for a certain blueprint, interacting with a result (right click to preview for instance) and then closing the preview will reset the search results and display every blueprint again. The search text is still in the search box and you'll have to ad...
- Tue Jan 02, 2018 2:48 pm
- Forum: Pending
- Topic: [Twinsen] [0.16.x] Speakers not playing any sound
- Replies: 2
- Views: 1181
[Twinsen] [0.16.x] Speakers not playing any sound
I noticed the last few days that speakers do not appear to be playing the sound anymore. I can wire a speaker to a constant combinator, setting the signal to a value triggering the speaker (indicator lamp changes) and if an alert is configured that will show as well, however the configured sound is ...
- Sat Dec 23, 2017 3:30 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 74004
Re: Version 0.16.7
I am also quite disappointed with the fluid wagon change, it was a nice and easy feature to easily and compactly transport fluids around. I never used Barrels (wasn't playing before fluid wagons) and haven't bothered with it yet, so can't say how easy that would be to do. Guess one could use the sam...
- Sat Dec 23, 2017 3:57 am
- Forum: General discussion
- Topic: 0.16.7 Fluid wagons - why
- Replies: 4
- Views: 2213
Re: 0.16.7 Fluid wagons - why
Not to mention that circuit controlled pumps seem to get pumps stuck regularly, causing the train to not move and the location running out of the resources the train provides. Any chance you are running into fluid being less than 1 (but greater than 0) and the circuit network rounding that down to ...