Search found 9 matches

by Stray_Pyramid
Fri Apr 29, 2016 4:07 am
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 106175

Re: [MOD 0.12.20+] Homeworld

@Bushdoctor Putting a stack of 2+ treemodules into the left slot should not crash the game.
by Stray_Pyramid
Tue Apr 26, 2016 10:05 pm
Forum: Modding discussion
Topic: [12.30.0] Not possible to spawn entity-ghost?
Replies: 5
Views: 2519

Re: [12.30.0] Not possible to spawn entity-ghost?

Would I be correct in going:

Code: Select all

new_tree.time_to_live = 60 * 60 * 5
The time to live value does not change when I do this.
by Stray_Pyramid
Tue Apr 26, 2016 9:08 pm
Forum: Modding discussion
Topic: [12.30.0] Not possible to spawn entity-ghost?
Replies: 5
Views: 2519

Re: [12.30.0] Not possible to spawn entity-ghost?

I figured out why I was confused!

Having read that entity-ghosts have a default of time-to-live = 0 ticks, I was trying to verify if the ghosts I were spawning had this number also.

http://puu.sh/owPti/8dd79d48ab.jpg

Top number = current game tick
Bottom number = Time to live

At first thought ...
by Stray_Pyramid
Tue Apr 26, 2016 6:07 am
Forum: Modding discussion
Topic: [12.30.0] Not possible to spawn entity-ghost?
Replies: 5
Views: 2519

Re: [12.30.0] Not possible to spawn entity-ghost?

Turns out the ghost exists on the tick that it was created, and then disappears the next tick.
by Stray_Pyramid
Tue Apr 26, 2016 5:35 am
Forum: Modding discussion
Topic: [12.30.0] Not possible to spawn entity-ghost?
Replies: 5
Views: 2519

[12.30.0] Not possible to spawn entity-ghost?

I'm trying to create an a ghost-entity with, for example, a stone-furnace being the inner_name.
The code runs without errors, but the ghost-entity does not appear.
The ghost does seem to exist somewhere, as I am able to get its time_to_live. It is just invisible.

local plant_pos = entity.surface ...
by Stray_Pyramid
Tue Feb 23, 2016 8:58 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [kovarex] Robots place identical looking stone walls
Replies: 1
Views: 2681

[0.12.22] [kovarex] Robots place identical looking stone walls

The bottom wall was placed manually. The top wall was placed from a blueprint which was constructed with Construction robots.
Notice how the the bottom walls segment's appearance are partially randomized, but the top wall's segments are the same.

Image
by Stray_Pyramid
Tue Jun 24, 2014 3:49 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0][slpwnd] Crafting resets Train Schedule window
Replies: 2
Views: 1464

[0.10.0][slpwnd] Crafting resets Train Schedule window

Whenever the players finishes constructing an item, it will reset the Train Schedule window's position and scroll bar position. Annoying if you want to select a station that is farther down the list. The bug can be avoided by just not constructing anything.

http://youtu.be/M7Fnrtd2430

A minor bug ...
by Stray_Pyramid
Fri Feb 21, 2014 10:58 pm
Forum: 1 / 0 magic
Topic: [0.9.1] Internal error, unkown tile 0
Replies: 1
Views: 2926

[0.9.1] Internal error, unkown tile 0

Unfortunately I am still getting errors when I try to run my save files from 0.9.0 even when Factorio was updated to 0.9.1

The game will crash whenever someone attempts to load the save file.

http://i.imgur.com/4r9wL1m.png

Autosave 1
Autosave 2

Unfortunately the only stable save I have of ...

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