Search found 91 matches

by swni
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...
by swni
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.
by swni
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
by swni
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?
by swni
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 ...
by swni
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...
by swni
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 ...
by swni
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...
by swni
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...
by swni
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.
by swni
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 ...
by swni
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...
by swni
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...
by swni
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!
by swni
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...
by swni
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...
by swni
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...
by swni
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 ...
by swni
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...
by swni
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...

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