Search found 711 matches

by Earendel
Wed Jun 19, 2019 10:27 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269965

Re: [0.17+] Space Exploration WIP

https://mods.factorio.com/mod/bulkteleport support? It is on the roadmap. It is maybe the most important teleportation mod but there are some problems that have not been resolved yet. I need to contact the author so we can figure out a way around them but so far other bugs and features have been hi...
by Earendel
Tue Jun 18, 2019 8:54 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535390

Re: [MOD 0.14] AAI Programmable Vehicles

The control groups code looks good. I'll add it in and give it a test.
by Earendel
Tue Jun 18, 2019 8:48 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269965

Re: [0.17+] Space Exploration WIP

Klonans teleportation and Bilkas portals are supported if you want teleportation. Other mods will be supported later but some of them have issues with multiple surfaces and/or distance understanding across surfaces that makes things difficult. There is a positive loop for biosludge using biomass. Yo...
by Earendel
Thu May 30, 2019 3:46 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 108532

Re: [MOD 0.14] AAI Programmable Structures

Qon wrote:
Wed May 29, 2019 1:29 pm
Not sure why line numbers would change depending on what mods are installed though. :?:
The different line numbers are just because we are on different versions and the code had changed.
by Earendel
Wed May 29, 2019 1:18 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 108532

Re: [MOD 0.14] AAI Programmable Structures

[0.5.11, 0.17.41] Placed and mined some tanks, got this: The mod AAI Programmable Structures caused a non-recoverable error. Please report this error to the mod author. Error while running event aai-programmable-structures::on_tick (ID 0) __aai-programmable-structures__/control.lua:1089: attempt to...
by Earendel
Mon May 20, 2019 12:06 am
Forum: Modding interface requests
Topic: LuaPlayer:mining_progress
Replies: 2
Views: 868

Re: LuaPlayer:mining_progress

I don't think that you can read/write it for a character either. There are things like https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.character_crafting_speed_modifier that can be set for a character but not a god controller, so I specified player not character because I need it spec...
by Earendel
Sun May 19, 2019 11:53 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.41] Pumps can't pump low temperature fluids into fluid wagons.
Replies: 2
Views: 2391

[Dominik][0.17.41] Pumps can't pump low temperature fluids into fluid wagons.

My mod (Space Exploration) has some fluids that can go to very low temperatures (Supercooled thermofluid -273°C). The fluid flows in pipes without problems. It can be pumped around with pumps without problems. For some reason it can't be pumped into fluid wagons, this behaviour is inconsistent. The ...
by Earendel
Fri May 17, 2019 12:20 pm
Forum: Modding interface requests
Topic: LuaPlayer:mining_progress
Replies: 2
Views: 868

LuaPlayer:mining_progress

While the player does not have a character attached they can still mine entities and have a mining progress bar, but the progress in not readable or writable.

Please can we have read/write access to this property?
by Earendel
Fri May 17, 2019 12:10 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535390

Re: [MOD 0.14] AAI Programmable Vehicles

I tried to add some more documentation to the first posts but I can't add many more images to them so it is not feasible. I need to find some other place to put the documentation. Maybe a document on google drive is the best place, it would be easier for me to keep up to date. Where would you like t...
by Earendel
Thu May 16, 2019 11:45 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535390

Re: [MOD 0.14] AAI Programmable Vehicles

regedit2000 wrote:
Thu May 02, 2019 5:58 pm
2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In control.zip I'm add support multicategoried burner and fuel better than "rocket-fuel"
These changes are part of the mod now. There were a few issues but they have been resolved.
by Earendel
Thu May 16, 2019 11:36 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269965

Re: [0.17+] Space Exploration WIP

WildBraas wrote:
Thu May 16, 2019 4:50 pm
Something broking with new update :(
photo_2019-05-16_19-47-20.jpg
That has been fixed.
doktorstick wrote:
Wed May 15, 2019 3:40 pm
Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.
They already are if it falls within construction range.
by Earendel
Mon May 13, 2019 3:02 pm
Forum: Mod portal Discussion
Topic: [Mod Portal] Can't upload any mod updates.
Replies: 5
Views: 2066

[Mod Portal] Can't upload any mod updates.

I'm trying to update mods but it fail immediately on starting the upload connection. I'm using chrome, the network tab console shows an error: bundle-a6be3700d7fcd7341fe7.cache.js:1 OPTIONS https://direct.mods-data.factorio.com/upload/mod/eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJleHAiOjE1NTc3NjAzODku...
by Earendel
Sun May 12, 2019 12:43 am
Forum: Implemented mod requests
Topic: Prototype/Generator to support working_visualisation or idle_animation
Replies: 5
Views: 1803

Prototype/Generator to support working_visualisation or idle_animation

The generator type supports having a burner, but there is no way to have a clear on-off state for the entity. For the base game entities this is OK as they are not burning fuel, they are using steam, and the animation speed is enough of an indicator. For anything with a burner however, if you have a...
by Earendel
Sun May 12, 2019 12:30 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43654

Re: [MOD 0.14] Text Plates

No problem, this is much better than bugs going unreported.
by Earendel
Sat May 11, 2019 10:40 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43654

Re: [MOD 0.14] Text Plates

It is, the game doesn't crash anymore. But now, this feature isn't working anymore: Version: 0.4.4 Features: - Manually placing a blank text plate over a ghost text plate places the symbol of the ghost. Hmmm... it is still working for me. The "blank" one is the one on the top left of the ...
by Earendel
Sat May 11, 2019 8:13 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43654

Re: [MOD 0.14] Text Plates

Oops. I have reverted the change that did that, however any new text placed since will now be offset the other way. No easy way around that unfortunately. Sorry. Thank you, everything looks normal again! As I'd already suspected that fixing this bug might cause problems with newly placed text plate...
by Earendel
Sat May 11, 2019 6:05 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43654

Re: [MOD 0.14] Text Plates

Oops. I have reverted the change that did that, however any new text placed since will now be offset the other way. No easy way around that unfortunately. Sorry.
by Earendel
Sat May 11, 2019 1:48 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43654

Re: [MOD 0.14] Text Plates

I've made it so that placing a blank text plate over a ghost creates the ghost's symbol.

I can't recreate the problem with bots, they make the plates just fine.
by Earendel
Fri May 10, 2019 8:03 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43654

Re: [MOD 0.14] Text Plates

I'll try and fix this soon.
by Earendel
Fri May 10, 2019 8:02 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269965

Re: [0.17+] Space Exploration WIP

catma wrote:
Thu May 09, 2019 10:29 pm
:geek: P.S.: this is NOT about fixing the incompatibilities, but about warnings!! :geek:
Then you should love that I put a warning in the thread title, the mod short description, the mod long description, and last but not least a great big popup warning when you start the game.

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