Search found 627 matches

by Xorimuth
Tue Mar 14, 2023 1:29 am
Forum: Resolved Problems and Bugs
Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
Replies: 3
Views: 1761

Re: [1.1.76] Crash when opening spidertron GUI after fuel requirement removed

I can't seem to be able to reproduce the state that the spiderling was in though. Just creating a spidertron with https://mods.factorio.com/mod/realism_spidertron and then removing the mod isn't enough to trigger a crash.
by Xorimuth
Tue Mar 14, 2023 1:20 am
Forum: Resolved Problems and Bugs
Topic: [1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed
Replies: 3
Views: 1761

[1.1.76] [Rseding91] Crash when opening spidertron GUI after fuel requirement removed

To reproduce, load the attached save with the mods Editor Extensions, Spidertron Patrols, but NOT Exotic Industries. Click on the spiderling and it will crash. The spiderling was created whilst Exotic Industries was active instead of K2, so it used to require fuel. 31.660 Error CrashHandler.cpp:635:...
by Xorimuth
Mon Mar 13, 2023 12:27 am
Forum: Modding discussion
Topic: New to Modding, what is allowed?
Replies: 3
Views: 1056

Re: New to Modding, what is allowed?

You can copy and alter mods as much as you like, as long as you don't share those copies/alterations with anyone else. If you do want to distribute them, then you have to check the licences of the mods that you copied.
by Xorimuth
Mon Mar 13, 2023 12:24 am
Forum: Modding help
Topic: Spidertron instantaneous acceleration/deceleration
Replies: 6
Views: 951

Re: Spidertron instantaneous acceleration/deceleration

Not sure how feasible this would be - spidertrons do wacky stuff at high speeds (viewtopic.php?p=569165#p569165).
by Xorimuth
Sun Mar 12, 2023 12:37 am
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1144

Re: [MOD 1.1] Need help testing unofficial Creative Mod update

What's the functional differences between this and Editor Extensions? Creative Mod(e) has its own independent interface, tools, and even has its own section in the player's build menu. Like this? ;) https://raw.githubusercontent.com/raiguard/EditorExtensions/master/screenshots/testing-tools.png
by Xorimuth
Sat Mar 11, 2023 11:21 pm
Forum: Mods
Topic: [MOD 1.1] Need help testing unofficial Creative Mod update
Replies: 8
Views: 1144

Re: [MOD 1.1] Need help testing unofficial Creative Mod update

What's the functional differences between this and Editor Extensions?
by Xorimuth
Sat Mar 11, 2023 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.76] Any chances recovering this save?
Replies: 20
Views: 2954

Re: [boskid][1.1.76] Any chances recovering this save?

You don't need a mod for this. Simple backup software can do this. There are four autosave files? Why do I need to know that? I want to load the last good gamesave and nothing more. The autosaves aren't just for corrupt saves. If I make a mistake in game and don't realise for 10 minutes, I might ch...
by Xorimuth
Mon Mar 06, 2023 2:35 pm
Forum: Modding help
Topic: Event when biters despawn?
Replies: 2
Views: 465

Re: Event when biters despawn?

Pretty sure that register_on_entity_destroyed + on_entity_destroyed is the way to go here.
by Xorimuth
Mon Mar 06, 2023 2:34 pm
Forum: Questions, reviews and ratings
Topic: Which waterfill to match lake color?
Replies: 2
Views: 586

Re: Which waterfill to match lake color?

If you just want to be able to remove landfill, try https://mods.factorio.com/mod/simple_landfill_mining. It will restore the water tile to exactly what it was before, but only if you'd placed the landfill after installing the mod (since otherwise, the game had deleted the information).
by Xorimuth
Tue Feb 28, 2023 5:38 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 85588

Re: Documentation Improvement Requests

https://lua-api.factorio.com/latest/Concepts.html#LuaSectorScannedEventFilter makes no sense. Presumably it allows me to filter the name of the radar that did the scan, but most of the wording and listed things seem completely irrelevant. -> Yup you're right. Unfortunately, the internal system to do...
by Xorimuth
Fri Feb 24, 2023 6:01 pm
Forum: Questions, reviews and ratings
Topic: Version mismatch
Replies: 3
Views: 798

Re: Version mismatch

Not sure about the 0 vs 00 thing, but you should have just gone to 4.1.10 - software versions are not decimal numbers, they are 3 separate integers separated by dots. 4.1.9 -> 4.1.10 is completely standard, and is how factorio itself does it (1.1.9 -> 1.1.10).
by Xorimuth
Sun Feb 19, 2023 5:51 pm
Forum: Modding interface requests
Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
Replies: 19
Views: 4156

Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process

I finally found the time to do this as a mod . It works perfectly for on_player_mined_entity and on_robot_mined_entity. However for script_raised_destroy it's not so clear what to do. I have decided to spill the item on the ground. I've added a related modding request at https://forums.factorio.com...
by Xorimuth
Sun Feb 19, 2023 4:31 pm
Forum: Won't fix.
Topic: [1.1.76] Memory leak when iterating UTF-8 character set
Replies: 8
Views: 2629

Re: [1.1.76] Memory leak when iterating UTF-8 character set

I'm able to get width by putting text into a `.gui.screen` label, call `.force_auto_center()`, wait a tick, get `.location.x` on the frame, then do some math. Since GUI elements are specifically per player, I'd assume that avoids the desync issue. The desync problem is that now you have access to a...
by Xorimuth
Mon Feb 13, 2023 3:45 am
Forum: Modding interface requests
Topic: has_belt_immunity for spidertrons/spider-legs
Replies: 0
Views: 587

has_belt_immunity for spidertrons/spider-legs

Belt interactions for characters, units, and cars can be disabled on the prototype using `has_belt_immunity` but not spidertrons (or spider legs...). This would be quite useful, see https://mods.factorio.com/mod/lex-aircr ... ec7600e31c.
by Xorimuth
Mon Feb 13, 2023 2:12 am
Forum: Technical Help
Topic: Mac M1 Escape key does not work!
Replies: 7
Views: 1990

Re: Mac M1 Escape key does not work!

Why even make a version for Mac if something as basic as Esc does not work? I mean yes, there may be workarounds that suffice after experimentation but then what is the purpose of making the game specifically for Mac? I'd almost rather use a virtual machine with Windows but then that would have onl...
by Xorimuth
Sat Feb 11, 2023 6:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Crash with check_buildability = true in create-entity trigger
Replies: 1
Views: 1407

[1.1.76] Crash with check_buildability = true in create-entity trigger

To reproduce, load the attached mod (and enable its dependencies), and start a new game. Commenting out `check_buildability = true` in prototypes/lava-pool.lua prevents the crash from occurring.
by Xorimuth
Fri Feb 10, 2023 11:41 pm
Forum: Ideas and Suggestions
Topic: Mods UI Back Button
Replies: 2
Views: 623

Re: Mods UI Back Button

+1
by Xorimuth
Thu Feb 09, 2023 3:30 am
Forum: Modding help
Topic: A spider mod. The equipment is immediately inserted into the grid.
Replies: 7
Views: 1451

Re: A spider mod. The equipment is immediately inserted into the grid.

It sounds like might be confusing data and control stages. Your first bit of code is data stage, and your second goes in control. Read https://lua-api.factorio.com/latest/Data-Lifecycle.html if you are unsure. If that wasn't your problem, then this probably was: newly created items don't get a grid ...
by Xorimuth
Tue Feb 07, 2023 11:04 pm
Forum: Modding help
Topic: Scripting camera position.
Replies: 2
Views: 628

Re: Scripting camera position.

Moving the camera position is basically impossible. Cutscenes is one option, maybe there's some other hacky solution I hadn't considered... A larger problem is that you can't read the player's cursor position. Or at least, you can, but only in response to a CustomInput (i.e. when the player clicks o...
by Xorimuth
Mon Feb 06, 2023 11:48 am
Forum: Implemented mod requests
Topic: New Event: on_entity_teleported, script_raised_teleported
Replies: 6
Views: 1960

Re: New Event: on_entity_teleported, script_raised_teleported

+1
Picker dollies and Space Exploration both use teleportation and are both very common. It would be nice not to have to rely on implementing custom events, etc.

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