Search found 1454 matches

by TheSAguy
Wed May 21, 2025 2:39 pm
Forum: General discussion
Topic: Starting a new game of Space Age - Mod Recommendation
Replies: 9
Views: 1342

Starting a new game of Space Age - Mod Recommendation

Hi,

I've not played in a while (1+ years) and am going to play with Space Age for the first time.
I love Factorio and have done multiple Py / Krastorio runs, So know the game well.

I was hoping to get some suggestions of current mods I should include. I don't like to add/remove mods during a play ...
by TheSAguy
Tue May 20, 2025 12:38 am
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 423

Re: Help Porting Mod to 2.0

Okay, I got the mod loaded.
Now, for some reason, most, if not all the items the mod adds to the game show up from the start of the game. Even though the research has not been done and the "recipe" is enabled = false till researched.

I can craft them from the start, but no items appear once ...
by TheSAguy
Mon May 19, 2025 7:10 pm
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 423

Re: Help Porting Mod to 2.0

Thanks Silari, this put me on the right track!
by TheSAguy
Sun May 18, 2025 7:51 pm
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 423

Re: Help Porting Mod to 2.0

Thanks Silari,
Okay got past that, now got something new.

It's been a long time since I've coded and will need some help. Not sure what's causing this issue.
by TheSAguy
Sun May 18, 2025 5:38 pm
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 423

Help Porting Mod to 2.0

Hi,
I've been away for some time and am trying to get back into Factorio.
I'm trying to port my mod over the Factorio 2. (Not Space Age currently)

I'm getting the following crash that I'm hoping someone could help me with.
It's on the "control.lua" portion, when reading from a Library mod. Not sure ...
by TheSAguy
Sun Aug 20, 2023 4:57 pm
Forum: Modding help
Topic: "Force" on Damage Question
Replies: 2
Views: 949

Re: "Force" on Damage Question

Thanks Deadlock989
by TheSAguy
Wed Aug 16, 2023 8:48 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 2185

Re: Check in Entity Exists in Control

Thanks Bilka!
by TheSAguy
Wed Aug 16, 2023 4:29 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 2185

Re: Check in Entity Exists in Control

Hi,
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
by TheSAguy
Mon Aug 14, 2023 11:20 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 2185

Re: Check in Entity Exists in Control

Okay, not exactly sure how to do that.
I tried the following, but that gave me an error:



NE_Enemies.Settings.NE_Biter_Breeder = settings.startup["NE_Biter_Breeder"].value
NE_Enemies.Settings.NE_Spitter_Breeder = settings.startup["NE_Spitter_Breeder"].value

NE_Enemies.Settings.NE_Biter_Fire ...
by TheSAguy
Mon Aug 14, 2023 5:31 pm
Forum: Modding help
Topic: "Force" on Damage Question
Replies: 2
Views: 949

"Force" on Damage Question

Hi,

What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?

I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.

-- Stream Spitters - Fire Streams (hydralisk)
function ...
by TheSAguy
Mon Aug 14, 2023 5:10 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 2185

Check in Entity Exists in Control

Hi,
I have a function in Control that randomly selects a unit to spawn. However, there is an option to remove enemies from the game, so they will no longer be valid entities in my table. How can I check to make sure they exist?

Here is my function with enemy possibilities that I need to check for ...
by TheSAguy
Fri Aug 04, 2023 2:26 pm
Forum: Texture Packs
Topic: [Request] Custom Enemies
Replies: 2
Views: 3156

Re: [Request] Custom Enemies

Thanks Tserup!

I'll definitely ask for some of your help in the future.

Thanks for contributing to the Factorio community.
by TheSAguy
Mon Jul 31, 2023 6:45 pm
Forum: Not a bug
Topic: [1.1.88] Fail to load past 9%
Replies: 3
Views: 1439

Re: [1.1.88] Fail to load past 9%

Thanks for looking into this, really appreciate it.

Sorry for posting it as a bug.
by TheSAguy
Fri Jul 28, 2023 1:42 pm
Forum: Not a bug
Topic: [1.1.88] Fail to load past 9%
Replies: 3
Views: 1439

[1.1.88] Fail to load past 9%

Hi,

I have a bit of a weird bug report here. I recently updated my mod, adding in a some new graphics.
When loading the game with the new graphics, Natural_Evolution_Enemies_1.1.21.zip, the game does not get past 9% loading.


https://imgur.com/Rg7EIQ0.png

Works fine with the version before the ...
by TheSAguy
Tue Jul 25, 2023 5:53 pm
Forum: Texture Packs
Topic: [Request] Custom Enemies
Replies: 2
Views: 3156

[Request] Custom Enemies

Hi,

I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.

I saw Tserup did some great work, but don’t have his contact info.

Any recommendations to get some?

Thanks
by TheSAguy
Wed Jul 19, 2023 8:05 pm
Forum: Modding help
Topic: Log for QC
Replies: 1
Views: 770

Log for QC

Hi,

It's been a long time since I really did any modding work and I can't seem to find the log that the game generates with all the Entities and their properties.
I think it was a text file that contained all the entities and properties/flags of the entities. Do I need to enable it somehow?

Could ...
by TheSAguy
Fri Jun 30, 2023 3:11 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 2732

Re: [1.1.86] Crash, LocalisedString logic error

I found the issue.
I installed this de-bug mod, and it caused the issue.
"_debug_1.1.0.zip"

When deleting this, it works.
Not sure why this caused a crash.

Thanks for looking into this.
by TheSAguy
Fri Jun 30, 2023 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 2732

Re: [1.1.86] Crash, LocalisedString logic error

Okay, so I had a little more time to test.
It seems that the culprit might be Bio_Industries
(Yeah, it happens to be my mod... :roll: )

The mod does not crash by itself, but with all other mods running, it is... not sure what interaction would cause this.
Hope this helps.
by TheSAguy
Fri Jun 30, 2023 3:03 am
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 2732

Re: [1.1.86] Crash, LocalisedString logic error

I've narrowed it down to one of these mods causing the error.
Ran out of time to determine who the culprit is...

Image

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