Search found 945 matches

by Adil
Fri Feb 17, 2017 4:54 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 36063

Re: [MOD 0.14] Sticky notes - leave notes or signs on the map

This is something for the bug reports sections, not the mod thread.
by Adil
Thu Feb 16, 2017 9:58 pm
Forum: Modding help
Topic: Wrond index: on_marked_for_deconstruction - entity.player_index
Replies: 4
Views: 1036

Re: Wrond index: on_marked_for_deconstruction - entity.player_index

I didn't test this but doesn't simple selection tool leave the user field unchanged? This is just example of prototype definition, if someone does not know about this type of items. {type = "selection-tool", name = "outposts-creation-tool", icons = {{ icon= "__base__/graphic...
by Adil
Thu Feb 16, 2017 9:48 pm
Forum: Modding help
Topic: Custom mosters attack animation playing only 2 frames
Replies: 4
Views: 1774

Re: Custom mosters attack animation playing only 2 frames

Prototypes definitions are hard, and do you expect people to just guess what did you do wrong?
The files have different numbers of frames, the attack speed may be high.
by Adil
Wed Feb 15, 2017 4:23 pm
Forum: Modding help
Topic: Autoplace settings help needed
Replies: 4
Views: 1361

Re: Autoplace settings help needed

Nah, I've tried copying the oil setting and setting `coverage` to 0.005 and my entity stopped appearing altogether. For now I've just slapped together a crappy function that will chose random spots at a variable distance from each other. I don't intend to have thousands of these, so it should be ok....
by Adil
Wed Feb 15, 2017 4:14 pm
Forum: Modding help
Topic: Running multiple instances of factorio
Replies: 13
Views: 12491

Re: Running multiple instances of factorio

Aamic wrote:No mater how you do it if its the .ZIP or the Installer its going to write to them folders. Saved games will be put in the Steam folder in the AppData area.
Doesn't this help?
by Adil
Wed Feb 15, 2017 12:58 am
Forum: Multiplayer
Topic: How to disable desync reports?
Replies: 17
Views: 4900

Re: How to disable desync reports?

I fail to follow your logic. And now everyone has desync reports disabled. Why is that? There are times to disable it and there are times when it doesn't hurt. Have it as a command line option and then only people who really need that will bother. And even if it is disabled. So what? It's their choi...
by Adil
Tue Feb 14, 2017 10:00 pm
Forum: Multiplayer
Topic: How to disable desync reports?
Replies: 17
Views: 4900

Re: How to disable desync reports?

Now this conversation is getting into a loop. - My game takes too long to create a desync log! - But we need those to fix the bugs. - Okay, here it is. - Oh, we've already fixed that for release in the end of march. - But my game still takes too long to create a log!! - But we need those... And over...
by Adil
Tue Feb 14, 2017 8:06 pm
Forum: Modding help
Topic: Running multiple instances of factorio
Replies: 13
Views: 12491

Re: Running multiple instances of factorio

darkfrei wrote:1. Join to the game, that have more then 2 players.
2. Save the map.
3. Play alone, you are not player #1 anymore.
Being player #1 is not the most notable difference between multiplayer and singleplayer.
by Adil
Tue Feb 14, 2017 4:33 pm
Forum: Modding help
Topic: Autoplace settings help needed
Replies: 4
Views: 1361

Re: Autoplace settings help needed

Yeah, I fear dev guys will come around here and leave similar comment.

I've noticed the only way to prevent game spawning stuff everywhere is using that "coverage" field. I'm still struggling to get something reasonable from this.
by Adil
Tue Feb 14, 2017 4:25 pm
Forum: Modding help
Topic: Capsule robots that follow entity
Replies: 2
Views: 1276

Re: Capsule robots that follow entity

You create combat robot via surface.create_entity and specify its target during creation.
You can only set robots target during its creation.
Here's example from my old mod:

Code: Select all

local companion=ent.surface.create_entity{position=ent.position, name=robot_name, force=ent.force, target=ent}
by Adil
Mon Feb 13, 2017 10:13 pm
Forum: Modding help
Topic: Autoplace settings help needed
Replies: 4
Views: 1361

Autoplace settings help needed

Could someone knowledgeable write autoplace parameters for me? I want to make a lone entity that is spawned two-three times less often than ore and that tends to be away from biters and from starting area. I'm trying struggle with the autoplace myself, but the results are nowhere near good and testi...
by Adil
Mon Feb 13, 2017 9:57 pm
Forum: Multiplayer
Topic: How to disable desync reports?
Replies: 17
Views: 4900

Re: How to disable desync reports?

If the bottleneck is the write speed (1 GB is kinda much), it is kinda possible to speed things up, I guess (I've tested this on small games). I did it on ubuntu. While the the game hangs up completely if it is unable to open file for writing (for example if the directory is readonly), which I'd say...
by Adil
Sun Feb 12, 2017 10:54 pm
Forum: Technical Help
Topic: AssignID error
Replies: 9
Views: 4813

Re: AssignID error

He suggests to use any application capable of searching through files to find what mod uses the "xlarge-equipment-grid" phrase.
Failing to do that, you can resort to manual binary search by excluding half of the mods per iteration. My bet would be it's Yuoki.
by Adil
Sun Feb 12, 2017 4:05 pm
Forum: Mods
Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Replies: 36
Views: 18644

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Well, I've added a few random refinements to the code, but I really don't know what's happening there.
by Adil
Sun Feb 12, 2017 8:33 am
Forum: Mods
Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Replies: 36
Views: 18644

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Does this happen after AAI update by any chance?
by Adil
Sun Feb 12, 2017 8:28 am
Forum: Maps and Scenarios
Topic: Share Map with My Contents
Replies: 2
Views: 5083

Re: Share Map with My Contents

Doesn't sending him a zip file of the save do the trick?
by Adil
Fri Feb 10, 2017 11:07 pm
Forum: Modding help
Topic: set_command() does not work, agen
Replies: 5
Views: 1323

Re: set_command() does not work, agen

Well, the problem is that they didn't walk to a position 20 tiles away. The only way I got them do something, is by adding them into a group, then they did try to run to a group position. They did that without a pathfinder though and got stuck in the obstacle on the most direct path.
by Adil
Fri Feb 10, 2017 10:49 am
Forum: Modding help
Topic: set_command() does not work, agen
Replies: 5
Views: 1323

set_command() does not work, agen

I remember something like this was brought up before, and the answer was given somewhere. But not somewhere in the documentation of the function, and forum search fails me. So the problem: I spawn a few units and try to give then orders, instead of doing orders they just mill around. game.forces.pla...
by Adil
Wed Feb 08, 2017 5:46 pm
Forum: Gameplay Help
Topic: I don't know how to disable this command
Replies: 9
Views: 3441

Re: I don't know how to disable this command

You see where enemies were, they all were destroyed when you've entered this command. New enemies will only start appearing after you reach the edge of generated map.
The "command" you refer to is actually a sequence of instructions, there is no single undo statement for that.
by Adil
Wed Feb 08, 2017 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Crash with map2scenario
Replies: 1
Views: 739

[0.14.22] Crash with map2scenario

So, I've tried converting savegame to a map. The savegame had a bit of modded entities. I got this log. 0.000 2017-02-08 16:45:21; Factorio 0.14.22 (build 25342, linux64, alpha) 0.038 Operating system: Linux (Ubuntu 15.10) 0.038 Program arguments: "./factorio" "-s" "2" ...

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