Search found 629 matches
- Tue Mar 14, 2023 1:47 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
- Replies: 3
- Views: 1807
Re: [1.1.76] Crash when opening spidertron GUI after fuel requirement removed
From the crash log - probably to do with weapon changes rather than fuel.
- Tue Mar 14, 2023 1:46 am
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 981
Re: Spidertron instantaneous acceleration/deceleration
Hm... Yeah, looks like it would be difficult to do what I've asked for. It felt like the right thing to do, but it's probably not worth it. In the meantime I've went ahead and implemented a small prototype where I use a custom car entity (since I need some form of container entity that can teleport...
- Tue Mar 14, 2023 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
- Replies: 3
- Views: 1807
Re: [1.1.76] Crash when opening spidertron GUI after fuel requirement removed
I can't seem to be able to reproduce the state that the spiderling was in though. Just creating a spidertron with https://mods.factorio.com/mod/realism_spidertron and then removing the mod isn't enough to trigger a crash.
- Tue Mar 14, 2023 1:20 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
- Replies: 3
- Views: 1807
[1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
To reproduce, load the attached save with the mods Editor Extensions, Spidertron Patrols, but NOT Exotic Industries. Click on the spiderling and it will crash. The spiderling was created whilst Exotic Industries was active instead of K2, so it used to require fuel. 31.660 Error CrashHandler.cpp:635:...
- Mon Mar 13, 2023 12:27 am
- Forum: Modding discussion
- Topic: New to Modding, what is allowed?
- Replies: 3
- Views: 1089
Re: New to Modding, what is allowed?
You can copy and alter mods as much as you like, as long as you don't share those copies/alterations with anyone else. If you do want to distribute them, then you have to check the licences of the mods that you copied.
- Mon Mar 13, 2023 12:24 am
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 981
Re: Spidertron instantaneous acceleration/deceleration
Not sure how feasible this would be - spidertrons do wacky stuff at high speeds (viewtopic.php?p=569165#p569165).
- Sun Mar 12, 2023 12:37 am
- Forum: Mods
- Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
- Replies: 8
- Views: 1210
Re: [MOD 1.1] Need help testing unofficial Creative Mod update
What's the functional differences between this and Editor Extensions? Creative Mod(e) has its own independent interface, tools, and even has its own section in the player's build menu. Like this? ;) https://raw.githubusercontent.com/raiguard/EditorExtensions/master/screenshots/testing-tools.png
- Sat Mar 11, 2023 11:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
- Replies: 8
- Views: 1210
Re: [MOD 1.1] Need help testing unofficial Creative Mod update
What's the functional differences between this and Editor Extensions?
- Sat Mar 11, 2023 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.76] Any chances recovering this save?
- Replies: 20
- Views: 3067
Re: [boskid][1.1.76] Any chances recovering this save?
You don't need a mod for this. Simple backup software can do this. There are four autosave files? Why do I need to know that? I want to load the last good gamesave and nothing more. The autosaves aren't just for corrupt saves. If I make a mistake in game and don't realise for 10 minutes, I might ch...
- Mon Mar 06, 2023 2:35 pm
- Forum: Modding help
- Topic: Event when biters despawn?
- Replies: 2
- Views: 495
Re: Event when biters despawn?
Pretty sure that register_on_entity_destroyed + on_entity_destroyed is the way to go here.
- Mon Mar 06, 2023 2:34 pm
- Forum: Questions, reviews and ratings
- Topic: Which waterfill to match lake color?
- Replies: 2
- Views: 614
Re: Which waterfill to match lake color?
If you just want to be able to remove landfill, try https://mods.factorio.com/mod/simple_landfill_mining. It will restore the water tile to exactly what it was before, but only if you'd placed the landfill after installing the mod (since otherwise, the game had deleted the information).
- Tue Feb 28, 2023 5:38 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 87711
Re: Documentation Improvement Requests
https://lua-api.factorio.com/latest/Concepts.html#LuaSectorScannedEventFilter makes no sense. Presumably it allows me to filter the name of the radar that did the scan, but most of the wording and listed things seem completely irrelevant. -> Yup you're right. Unfortunately, the internal system to do...
- Fri Feb 24, 2023 6:01 pm
- Forum: Questions, reviews and ratings
- Topic: Version mismatch
- Replies: 3
- Views: 839
Re: Version mismatch
Not sure about the 0 vs 00 thing, but you should have just gone to 4.1.10 - software versions are not decimal numbers, they are 3 separate integers separated by dots. 4.1.9 -> 4.1.10 is completely standard, and is how factorio itself does it (1.1.9 -> 1.1.10).
- Sun Feb 19, 2023 5:51 pm
- Forum: Modding interface requests
- Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
- Replies: 19
- Views: 4262
Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
I finally found the time to do this as a mod . It works perfectly for on_player_mined_entity and on_robot_mined_entity. However for script_raised_destroy it's not so clear what to do. I have decided to spill the item on the ground. I've added a related modding request at https://forums.factorio.com...
- Sun Feb 19, 2023 4:31 pm
- Forum: Won't fix.
- Topic: [1.1.76] Memory leak when iterating UTF-8 character set
- Replies: 8
- Views: 2741
Re: [1.1.76] Memory leak when iterating UTF-8 character set
I'm able to get width by putting text into a `.gui.screen` label, call `.force_auto_center()`, wait a tick, get `.location.x` on the frame, then do some math. Since GUI elements are specifically per player, I'd assume that avoids the desync issue. The desync problem is that now you have access to a...
- Mon Feb 13, 2023 3:45 am
- Forum: Modding interface requests
- Topic: has_belt_immunity for spidertrons/spider-legs
- Replies: 0
- Views: 610
has_belt_immunity for spidertrons/spider-legs
Belt interactions for characters, units, and cars can be disabled on the prototype using `has_belt_immunity` but not spidertrons (or spider legs...). This would be quite useful, see https://mods.factorio.com/mod/lex-aircr ... ec7600e31c.
- Mon Feb 13, 2023 2:12 am
- Forum: Technical Help
- Topic: Mac M1 Escape key does not work!
- Replies: 7
- Views: 2045
Re: Mac M1 Escape key does not work!
Why even make a version for Mac if something as basic as Esc does not work? I mean yes, there may be workarounds that suffice after experimentation but then what is the purpose of making the game specifically for Mac? I'd almost rather use a virtual machine with Windows but then that would have onl...
- Sat Feb 11, 2023 6:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Crash with check_buildability = true in create-entity trigger
- Replies: 1
- Views: 1446
[1.1.76] Crash with check_buildability = true in create-entity trigger
To reproduce, load the attached mod (and enable its dependencies), and start a new game. Commenting out `check_buildability = true` in prototypes/lava-pool.lua prevents the crash from occurring.
- Fri Feb 10, 2023 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Mods UI Back Button
- Replies: 2
- Views: 647
- Thu Feb 09, 2023 3:30 am
- Forum: Modding help
- Topic: A spider mod. The equipment is immediately inserted into the grid.
- Replies: 7
- Views: 1486
Re: A spider mod. The equipment is immediately inserted into the grid.
It sounds like might be confusing data and control stages. Your first bit of code is data stage, and your second goes in control. Read https://lua-api.factorio.com/latest/Data-Lifecycle.html if you are unsure. If that wasn't your problem, then this probably was: newly created items don't get a grid ...