Search found 321 matches

by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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.
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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)
by Stringweasel
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...
by Stringweasel
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 ...
by Stringweasel
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! :D
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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

I've changed it so migrations don't run in simulations for the next release.
@Rseding91 will migrations be disabled for menu simulations saves inside mod folders as well?
by Stringweasel
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...
by Stringweasel
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-...
by Stringweasel
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 :D

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