Search found 44 matches

by asher_sky
Sun Jun 27, 2021 11:24 pm
Forum: Won't implement
Topic: More than 1 instance of "tile-effect"
Replies: 4
Views: 1914

More than 1 instance of "tile-effect"

It would be quite nice to be able to have multiple tile-effects, so that water can still keep it's own effect, but other liquids added by mods (lava lakes, oil lakes, etc.) are able to have animations as well. It could also be used for adding a slight waving animation for grass tiles. Currently &quo...
by asher_sky
Mon Apr 19, 2021 11:44 pm
Forum: Modding interface requests
Topic: Requesting an event for when a cutscene ends
Replies: 5
Views: 1662

Re: Requesting an event for when a cutscene ends

There's nothing wrong with that per se, you're right I could just keep track of how many waypoints there are and store that in a global like I'm doing for the waypoint target and other various data. My specific use case is that since I already store lots of things in global, I want to nil them all w...
by asher_sky
Mon Apr 19, 2021 6:51 pm
Forum: Modding interface requests
Topic: Character corpse arbitrary color support
Replies: 5
Views: 1666

Re: Character corpse arbitrary color support

+1, bump. I would like to have a rainbow of character corpses scattered about :D
by asher_sky
Mon Apr 19, 2021 6:48 pm
Forum: Modding interface requests
Topic: Requesting an event for when a cutscene ends
Replies: 5
Views: 1662

Requesting an event for when a cutscene ends

Re: viewtopic.php?f=30&t=97943
I would like to formally request that on_cutscene_cancelled() be called when a cutscene ends on its own, OR we get a separate event (e.g. on_cutscene_ended) for when a cutscene ends without being cancelled.

Thanks :)
by asher_sky
Mon Apr 19, 2021 4:24 am
Forum: Resolved Problems and Bugs
Topic: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
Replies: 1
Views: 1217

[Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own

The lua-api says that the on_cutscene_cancelled event is "Called when a cutscene finishes on its own or is cancelled by the player or by script" but it does not appear to be called when a cutscene finished on its own. steps to reproduce: 1. listen to the event script.on_event(defines.event...
by asher_sky
Mon Mar 15, 2021 11:57 pm
Forum: Modding interface requests
Topic: Enable achievement popups during cutscenes
Replies: 0
Views: 631

Enable achievement popups during cutscenes

Currently if a player is in a cutscene, achievements can still be unlocked but players will not see the popup and the sound will not play. I request that newly unlocked achievement popups are shown to players who are in cutscenes. Alternatively, an option to add "shown-while-in-cutscene" b...
by asher_sky
Mon Mar 15, 2021 11:49 pm
Forum: Ideas and Suggestions
Topic: Enable achievement popups during cutscenes
Replies: 4
Views: 1691

Re: Enable achievement popups during cutscenes

How does this happen? What cutscenes are there, once the game is started? vanilla doesn't have any except the crash-site cutscene in the beginning, but mods can add cutscenes like my "trainsaver" mod- it uses cutscenes targeting various trains to create a "screensaver". I'd like...
by asher_sky
Fri Mar 12, 2021 7:35 pm
Forum: Ideas and Suggestions
Topic: Reset individual mod settings button
Replies: 5
Views: 2237

Re: Reset individual mod settings button

+1, I would like this also. Just adding a "reset" button on the right side across from the mod name (setting header) would be great.
by asher_sky
Mon Mar 08, 2021 5:47 pm
Forum: Ideas and Suggestions
Topic: Enable achievement popups during cutscenes
Replies: 4
Views: 1691

Enable achievement popups during cutscenes

TL;DR Allow achievement popups and sound to be shown/played while player is in a cutscene. What ? Currently if a player is in a cutscene, achievements can still be unlocked but players will not see the popup and the sound will not play. I suggest that newly unlocked achievement popups are shown to ...
by asher_sky
Sat Jan 16, 2021 4:41 am
Forum: Resolved Problems and Bugs
Topic: [1.1.11] crash when clicking tips and tricks gui while in a cutscene
Replies: 1
Views: 1981

[1.1.11] crash when clicking tips and tricks gui while in a cutscene

While viewing a cutscene, every now and again the tips and tricks gui will popup in the corner. Usually it's just there and doesn't open anything when you click on it. However if you are playing multiplayer and are not the host, clicking the gui does open the tips and tricks dialogue, and then facto...
by asher_sky
Wed Dec 02, 2020 4:57 pm
Forum: Duplicates
Topic: [1.1.3] Crash mac multiplayer
Replies: 5
Views: 2138

Re: [1.1.3] Crash mac multiplayer

Yep, looks like the same thing to me. The first couple times my copy/paste had splitters (I was duplicating a 4-4 balancer), but it has also happened when copy/paste only had mining drills, power poles, and transport belts (trying to expand stone mining)
by asher_sky
Wed Dec 02, 2020 6:45 am
Forum: Duplicates
Topic: [1.1.3] Crash mac multiplayer
Replies: 5
Views: 2138

Re: [1.1.3] mac multiplayer unexpected error crash

Well, it just happened again. Both times I had just copied something and quickly moved the mouse away from what I copied, planning on pasting it nearby. (also, the log says I have macOS 10.16.0, but I have macOS Big Sur 11.0.1. Not sure what's going on there) factorio-current.log: 0.000 2020-12-01 2...
by asher_sky
Wed Dec 02, 2020 6:32 am
Forum: Duplicates
Topic: [1.1.3] Crash mac multiplayer
Replies: 5
Views: 2138

[1.1.3] Crash mac multiplayer

I was hosting a modded multiplayer map and factorio crashed. I have no ideas on how to replicate or what caused it. factorio-current.log: 0.001 2020-12-01 21:37:13; Factorio 1.1.3 (build 57185, mac, steam) 0.001 Operating system: macOS 10.16.0 0.001 Program arguments: "/Users/asher/Library/Appl...
by asher_sky
Wed Nov 25, 2020 6:31 am
Forum: Duplicates
Topic: [1.1.0] Cannot browse multiplayer lobby or download mods
Replies: 2
Views: 945

Re: [1.1.0] Cannot browse multiplayer lobby or download mods

Oh thanks. Good to know it's fixed :D Somehow my searching failed me :?
by asher_sky
Wed Nov 25, 2020 6:19 am
Forum: Duplicates
Topic: [1.1.0] Cannot browse multiplayer lobby or download mods
Replies: 2
Views: 945

[1.1.0] Cannot browse multiplayer lobby or download mods

I have steam/mac version of factorio. Multiplayer lobby displays an error (picture below) and won't load multiplayer servers. I also am unable to update or download any mods from the in-game portal. https://i.ibb.co/TTkv35z/Screen-Shot-2020-11-24-at-22-03-44.png In the factorio-current.log you can s...
by asher_sky
Mon Nov 23, 2020 4:01 am
Forum: Ideas and Suggestions
Topic: Don't allow players to see servers they are unable to join.
Replies: 15
Views: 2614

Re: Don't allow players to see servers they are unable to join.

+1, this would be a welcome addition to the multiplayer server list
by asher_sky
Sun Nov 22, 2020 11:18 pm
Forum: Modding interface requests
Topic: Request to allow defining an optional start_target instead of start_position when setting player controller to cutscene
Replies: 1
Views: 666

Request to allow defining an optional start_target instead of start_position when setting player controller to cutscene

TL;DR When setting player controller to cutscene, I would like to be able to set the start_position to an entity target, like you can do with waypoints (position or target). What ? Currently, the start_position of a cutscene can only be a position, but individual waypoints can have either a target ...
by asher_sky
Fri Oct 30, 2020 4:37 pm
Forum: Ideas and Suggestions
Topic: More precise GUI scaling options
Replies: 2
Views: 636

More precise GUI scaling options

TL;DR Request to let users set GUI scale to more precise values than just 75%, 100%, etc. What ? I would really like to set the GUI scale to 80, 85, or 90%. I have a Macbook Pro and with GUI scale at 100% things like the hotbar and alerts can overlap the armor slot/battery display, but at GUI scale...
by asher_sky
Fri Oct 30, 2020 5:18 am
Forum: Not a bug
Topic: [1.0.0] Factorio crashes when creating a cutscene with a waypoint beyond the map limit
Replies: 3
Views: 1099

[1.0.0] Factorio crashes when creating a cutscene with a waypoint beyond the map limit

I've been playing around with cutscenes lately and was wondering what happens when I make a waypoint far beyond the map limit. Today I found out that the game crashes. steps to reproduce: 1. load or start a new save game 2. run the following command: game.players["PLAYER_NAME"].set_control...

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