Search found 321 matches
- Mon Jul 26, 2021 12:35 pm
- Forum: General discussion
- Topic: Alt-F4 #43 - The DyWorld Saga
- Replies: 8
- Views: 4220
Re: Alt-F4 #43 - The DyWorld Saga
To F-Mod: the history of that mod is deleted. :| I also found those pages in my digging, but thank you for looking anyway! :) But if even you couldn't find anything then it is truley lost. :cry: I was really curious what a major overhaul mod looked like in those days, or how detailed the forum page...
- Mon Jun 21, 2021 11:46 am
- Forum: Modding interface requests
- Topic: Passenger count for vehicles
- Replies: 5
- Views: 1657
Re: Passenger count for vehicles
+1 for dissallowing passengers with a second bool flag. It would be very useful for my beta-ish Demolition Derby mod. Currently I need to add a lot of fluff code to ensure that there's never more than one player in a vehicle. This generates a lot of extra events (passenger getting in + script removi...
- Tue Jun 08, 2021 8:38 am
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 21
- Views: 7864
Re: LuaRendering.draw_on_map
+1. I would like to draw my own power lines in map view in my Fluidic Power mod, since I delete all the copper connections.
- Tue Jun 01, 2021 5:57 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85244
Re: Small documentation improvement requests
The play_sound{ } function for both surface and player says that if no position is given then it's played "everywhere". This would mean that it's similar to a programmable speaker's global alert that can be heard everywhere. However, this is not true. When a sound is played "everywhe...
- Mon May 31, 2021 1:39 pm
- Forum: Minor issues
- Topic: [1.1.34] play_sound{...} not playing sound globally
- Replies: 5
- Views: 2566
Re: [1.1.34] play_sound{...} not playing sound globally
I understand, that is unfortunate. I will make a note later in Bilka's thread that the docs should be updated. So, there is no way in Lua to mimic a programable speaker that plays the siren sound consistently and heard everywhere, except for building a physical programmable speaker entity and settin...
- Sun May 30, 2021 8:27 pm
- Forum: Minor issues
- Topic: [1.1.34] play_sound{...} not playing sound globally
- Replies: 5
- Views: 2566
[1.1.34] play_sound{...} not playing sound globally
I'm trying to play a sound that's heard globally, ideally only for specific players. According to the docs if I don't supply a position argument then it's played "everywhere". However, when I play the sound and walk away the sound volume lowers, and disappear if I'm far enough away. I expe...
- Tue May 25, 2021 6:50 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85244
Re: Small documentation improvement requests
The docs for create_entity does not include all keys requried for when creating a artillery-flare . It requires the same keys as particle , but it does not seem to be a particle because you can't spawn it using create_particle . -> Added for the next release. (they are indeed the same parameters)
- Mon Apr 12, 2021 8:19 pm
- Forum: Modding interface requests
- Topic: Hide Fluidbox Indicators in Cursor
- Replies: 1
- Views: 1502
Hide Fluidbox Indicators in Cursor
Hello! I propose having the ability to completely þhide the fluid box indicators on buildings. Or more specifically, while the item is in the cursor. Use Case: I have 1x1 assembling machines and generators with fluid connections in all directions in my Fluidic Power mod. It's not necessary to show t...
- Sun Apr 11, 2021 2:47 pm
- Forum: Modding help
- Topic: Hiding Alt-Info for Entity in Cursor
- Replies: 2
- Views: 919
Hiding Alt-Info for Entity in Cursor
Hello! I'm trying to hide the alt-info of an item while it's in the cursor ready to be placed. More specifically, I don't want the fluid box connections to show while you're holding the item. I can hide these indicators effectively when it's placed using the "hide-alt-info" flag, but this ...
- Wed Mar 24, 2021 11:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Great news! Thanks for fixing the bug, even though it should likely never happen in vanilla or most mods!
- Tue Mar 16, 2021 12:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
I'm going to shower you with more information with the hope that it makes it easier to fix, and that it becomes worth your time. :lol: Here are a map and mod with a minimal example to reproduce it foolproof, as well as the created log file. The mod changed a little from when this thread started. I s...
- Mon Mar 15, 2021 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Okay, now I can reproduce it from scratch. Before you do this your game can save, afterwards, the save crashes. Steps to reproduce. 1. Don't be in editor mode, we need to place ghosts. Also no robots, we build by hand. 2. Place 5 modded "Small Electric Poles" in a vertical line, with no sp...
- Mon Mar 15, 2021 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Oh, and important, it happens in single-player as well.
- Mon Mar 15, 2021 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
I figured out the interaction that breaks the saving operation! Or corrupts the pole neighbours. Before this interaction the game saves fine, and after the interaction, the game crashes with the attached log file. You can use the same Fluidic Power mod file I supplied in the initial post. The intera...
- Mon Mar 15, 2021 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Hello Lou! Thanks for taking the time to look at this. a) Just to make sure I understand you correctly. There's a list of connections for each pole, and the error would be thrown if the list looks like [NULL, NULL, connection]? You obviously want all connections in the first elements of the list. Th...
- Mon Mar 15, 2021 6:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
- Replies: 8
- Views: 4470
[Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Hello! I ran into this hard crash that happens during multiplayer while saving using an unreleased version of my Fluidic Power mod. I'm fairly certain the hard crash is caused by my mod, but I'm under the impression a mod should not easily be able to hard-crash Factorio. So what happened: Happened w...
- Thu Nov 26, 2020 9:34 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations
- Replies: 7
- Views: 2996
Re: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations
@Rseding91 will migrations be disabled for menu simulations saves inside mod folders as well?I've changed it so migrations don't run in simulations for the next release.
- Thu Nov 26, 2020 6:49 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Modded Menu Simulations freezes game
- Replies: 1
- Views: 1661
[1.1.0] Modded Menu Simulations freezes game
Hello! Sometimes a modded menu simulation will freeze the game on startup. Typically the simulation will run for half a second and then freeze. This also freezes the entire game, and the main menu becomes unresponsive. I have to kill the process using Task Manager. I usually fix this by: Open the sa...
- Wed Nov 25, 2020 11:24 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] Menu Simulation Mod not working when zipped
- Replies: 3
- Views: 3068
[posila] [1.1.0] Menu Simulation Mod not working when zipped
Hello! I wrote a mod that adds custom menu simulations, and it works (quite beautifully). But, when I zip the mod it stops working. It doesn't crash or anything. At the main menu I'm simply met with an error message that reads: File D:/Games/Factorio/Factori0_x64_1.1.1/Factorio_1.1.1/temp/currently-...
- Tue Mar 26, 2019 5:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.20] Game crash when opening Blueprint library
- Replies: 16
- Views: 5247
Re: [0.17.20] Game crash when opening Blueprint library
This just happened to me as well in a purely vanilla game. It's seems that it is a known issue, but here is my save and dump anyway.
Also, I've been playing experimental for 5 years now, and this is the first time it crashed on me
Also, I've been playing experimental for 5 years now, and this is the first time it crashed on me