Search found 91 matches
- Sun Jul 03, 2016 3:05 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Crash when throwing grenades at transport belts
- Replies: 4
- Views: 1353
[Rseding91] Crash when throwing grenades at transport belts
EDIT. Ignore this message, see my reply with better information. I wrote some scripting code that creates an explosive mess whenever a filter inserter is built... my code is similar to the following: (if there's a better way, let me know) local function check_for_filters(event) local e = event.crea...
- Sun Jul 03, 2016 2:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.2] [rrrola] Unclosable modal dialog box behind research screen
- Replies: 4
- Views: 3043
Re: [0.13.2] Unclosable modal dialog box behind research screen
Thanks for looking into it, I'll assume you don't need anything more from me since you were able to duplicate it yourself.
- Fri Jul 01, 2016 8:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.2] [rrrola] Unclosable modal dialog box behind research screen
- Replies: 4
- Views: 3043
[0.13.2] [rrrola] Unclosable modal dialog box behind research screen
I ran into a very minor problem.... When a mod throws an exception in on_research_finished, Factorio creates a modal dialog box behind the research completed box, making it impossible to close either one, so Factorio has to be killed.
Screenshot
Screenshot
- Sun Jun 26, 2016 7:24 pm
- Forum: Mods
- Topic: [MOD 0.15.X] Belt Overflow
- Replies: 32
- Views: 23942
Re: [MOD 0.12.X] Belt Overflow
I disabled all other mods while reproducing the bug.
Sounds like you figured it out already though?
Sounds like you figured it out already though?
- Sun Jun 26, 2016 8:34 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
Two more things -- I uploaded new screenshots in the album on the initial post, check out the new patterns and some fun combinations of the old patterns. Spiral is near-enough impossible to play on but it looks wicked on the minimap. Unfortunately the remote function call stuff was lost in the hard ...
- Sun Jun 26, 2016 8:24 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
I mentioned in another post that due to a hard drive wipe I lost a lot of work I had done on this mod. In the end I was able to recover a portion of the lost work, so I reinstalled Factorio and cleaned it up and have now uploaded v0.0.6. There are quite a few changes, see changelog. Notably configur...
- Sat Jun 25, 2016 3:31 pm
- Forum: Mods
- Topic: [MOD 0.15.X] Belt Overflow
- Replies: 32
- Views: 23942
Re: [MOD 0.12.X] Belt Overflow
Hi- I was very excited by this mod and want to surprise a few friends by including it in our 0.13 multiplayer party next week, but unfortunately when I tried it for myself I found it to be unstable. Specifically, when placing a transport belt I very frequently get the following error, which crashes ...
- Tue May 03, 2016 5:27 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
Neat, sounds fun. If you're fine with regularly spaced islands for now, it's easy enough to modify the "islands" pattern to get rid of the bridges, but that'll lose the surprise of where the next island is. (Change line 42 of patterns.lua from "if (x < w) or (y < w) then" to &quo...
- Tue May 03, 2016 4:58 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
This might be a bit outside the scope of your mod but could you add a pattern that adds medium-to-large blobs of land random distances apart without connecting land? Sure, if you're okay with the blobs being circles (I don't know a good way to make nice "natural looking" blobs). Can I ask...
- Sun Apr 17, 2016 4:48 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
You could do something like:
pattern1 = islands(64, 64, 4)
pattern2 = chunkify(cross(), 20)
pattern = union(pattern1, pattern2)
or replace union with intersection for example.
pattern1 = islands(64, 64, 4)
pattern2 = chunkify(cross(), 20)
pattern = union(pattern1, pattern2)
or replace union with intersection for example.
- Sat Apr 16, 2016 12:04 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
What was broken for your mod with updates? If there are any configuration differences between various players joining the same multiplayer game, the mod avoids desyncs by letting the host's settings dominate. (This proved very useful when playing multiplayer with 5 players, as we wanted to try out ...
- Sat Apr 16, 2016 5:23 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
Incidentally a quick update on the status of the mod. During the couple of weeks I had no internet at home I re-wrote most of the mod, added several new patterns (eg islandify, spiral, I think some others), fixed some bugs (see Known Issues), split off configuration into a separate config.lua file t...
- Sat Apr 16, 2016 5:11 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
The trouble is with "pattern = union(pattern1, pattern2)", as you have not defined pattern1 or pattern2. You need to define the two patterns you wish to take the union of first. If you just want a normal islands map, you can comment out this line with "--" at the front, otherwise...
- Mon Apr 04, 2016 8:23 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
Glad to hear it is fixed. Hope you enjoy it!
- Mon Apr 04, 2016 7:14 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
having Trouble Figuring out how to change it to islands settings :( pattern = union(islands(64, 64, 2)) You should get rid of the word "union" there; change the line so it just says "pattern = islands(64, 64, 2)". Let me know if that doesn't work and I'll be happy to help. If yo...
- Tue Mar 29, 2016 12:38 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40609
Re: [MOD 0.12.x] Water maze
I wrote another version with some bugfixes and new features (like islandify) but it looks like I'm not going to have internet at home for a few weeks, so it won't be uploaded for a while. Based on what I heard from a developer, the configuration auto-sync feature is not going to work in 0.13 because...
- Fri Mar 25, 2016 12:59 am
- Forum: Modding help
- Topic: Can you access data from control.lua?
- Replies: 6
- Views: 3383
Re: Can you access data from control.lua?
I see, will there be some mechanism for users/mods to override these protections? Currently my mod automatically handles synchronizing differences in configuration across players in the same game. While the instances of the mod's files are not bytewise identical across the participants, the only dif...
- Thu Mar 24, 2016 6:34 pm
- Forum: Modding help
- Topic: Can you access data from control.lua?
- Replies: 6
- Views: 3383
Re: Can you access data from control.lua?
Ok, thanks for letting me know. Currently I handle the problem of config.lua changing or being different on different machines by passing information around in 'global' to keep it synchronized. (I don't want each multiplayer session to start with exchanging config.lua files.) Unfortunately it looks ...
- Thu Mar 24, 2016 5:43 pm
- Forum: Modding help
- Topic: Can you access data from control.lua?
- Replies: 6
- Views: 3383
Re: Can you access data from control.lua?
I appreciate the response but I don't feel it answers my question (except implicitly in the negative). Is there no way for me to dynamically change the value of data.water.autoplace based on values in 'global' (presumably in a callback given to script.on_load)? This is important, for example, for me...
- Thu Mar 24, 2016 8:30 am
- Forum: Modding help
- Topic: Can you access data from control.lua?
- Replies: 6
- Views: 3383
Can you access data from control.lua?
As far as I can tell you cannot access 'data' from control.lua, nor 'global' from data.lua. Currently my mod overrides the default water generation settings by editing data.water.autoplace; however I would like to make the particular behavior configurable. I use the 'global' variable (which I believ...