Search found 33 matches

by Kuxynator
Mon Nov 18, 2024 10:41 am
Forum: Modding interface requests
Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
Replies: 9
Views: 627

Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1

_and please make LuaPlayer.zoom readable. _
to make things depends on zoom.
- scan area of the field of view
- walking speed
The approach I have had to use for years is somewhat imprecise and there are undesirable side effects.
by Kuxynator
Sat Nov 09, 2024 12:58 pm
Forum: Modding interface requests
Topic: LuaRendering.draw_on_map
Replies: 26
Views: 9823

Re: LuaRendering.draw_on_map

+1 the reasons are still the same as 4 years ago
Make at least chunks more visibe (Map setting: chunk_gridlines) or something similar
by Kuxynator
Wed Oct 25, 2023 10:42 am
Forum: Modding interface requests
Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
Replies: 5
Views: 1707

Re: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type

or use signals und ignore virtuals ;-) but this is hacky and bad for the useability.
by Kuxynator
Wed Oct 25, 2023 10:27 am
Forum: Assigned
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 19
Views: 10439

Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

struggling over the same bug. I have to assign tags to the bluprint entities. i do this on_player_setup_blueprint. but this works only if this is a new blueprint. on update a cannot add tags because the blueprint_to_setup can't be read (why?).
so how to resolve the problem?
by Kuxynator
Fri Oct 13, 2023 3:19 pm
Forum: Modding interface requests
Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
Replies: 5
Views: 1707

Re: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type

It seems ChatGPT suggests "item-and-fluid" as a solution when you want to select items and fluids, but tough luck, that doesn't work. Error while running event Kux-ProductionRates::on_gui_click (ID 1) Unknown elem_type: item-and-fluid Since I stumble over this for the second time, I though...
by Kuxynator
Thu Sep 14, 2023 8:49 am
Forum: General discussion
Topic: Combat system far too fast?
Replies: 47
Views: 23158

Re: Combat system far too fast?

10 playing years later .. it's still too fast and i'm not getting any younger either you got a warning: enemy is attacking, 1 second later the half base is destroyed, no time to react means no fun :( Yes, I know how to protect my base, but I still can't watch a fight because by the time I scroll the...
by Kuxynator
Thu Sep 14, 2023 8:22 am
Forum: Modding help
Topic: Biter Speed Modifier
Replies: 2
Views: 962

Re: Biter Speed Modifier

Did you find a solution?
by Kuxynator
Thu Aug 17, 2023 5:26 am
Forum: Mod portal Discussion
Topic: Error: Failed to upload mod: Unknown error. (code: 500)
Replies: 14
Views: 4952

Re: Error: Failed to upload mod: Unknown error. (code: 500)

Once again
Error: Failed to upload mod: Unknown error. (code: 500)

https://mods.factorio.com/mod/Kux-SlimInserters
by Kuxynator
Thu Jul 27, 2023 9:10 am
Forum: Modding help
Topic: Please Help with multiplayer error message
Replies: 4
Views: 1317

Re: Please Help with multiplayer error message

Thanks for your response :-)
But I do not understand how my code changesthe state between save -> exit -> load
Does this mean, if I deregister the event on tick 13, then the game ist saved, i must not register it again in main part of control.lua?
by Kuxynator
Mon Jul 17, 2023 8:02 pm
Forum: Modding help
Topic: Please Help with multiplayer error message
Replies: 4
Views: 1317

Please Help with multiplayer error message

Hello, I would need help. 115.735 Error ClientMultiplayerManager.cpp:1086: mod-Kux-CoreLib was not registered for the following nth_ticks when the map was saved but has registered > them as a result of loading: 13 115.735 Error ClientMultiplayerManager.cpp:99: MultiplayerManager failed: ""...
by Kuxynator
Mon Nov 21, 2022 5:38 pm
Forum: Implemented mod requests
Topic: Ship machine readable API information
Replies: 15
Views: 4480

Re: Ship machine readable API information

No one has yet mentions here that there is a machine-readable format since Factorio 1.1.35/16.06.2021
https://lua-api.factorio.com/latest/json-docs.html

However, I still miss an official machine-readable version of the prototype definitions.
by Kuxynator
Thu Nov 03, 2022 7:47 pm
Forum: Modding help
Topic: [solved] Adding fonts...?
Replies: 3
Views: 2072

Re: [solved] Adding fonts...?

Update for 1.1 (and some earlier) data.lua data:extend( { { type = "font", name = "myfont14", from = "myfont", --> locale/_language_/info.json size = 14 } } locale/_language_/info.json { "language-name": "English", "font": { "myfont&q...
by Kuxynator
Sat Jan 30, 2021 12:41 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] No sound after switching sound device
Replies: 3
Views: 1642

Re: [1.0.0] No sound after switching sound device

Rseding91 wrote: ↑Mon Sep 28, 2020 5:31 pm I don't think we intend on working on this.
Did they work on it after all? Could also have been a Windows update.
Well at least the problem no longer exists for some time.
Can be closed for me
by Kuxynator
Sat Jan 30, 2021 12:33 pm
Forum: Won't implement
Topic: info.json factorio_version should support more as one version
Replies: 7
Views: 3579

Re: info.json factorio_version should support more as one version

Sorry, but factorio_version is specifically designed to lock a mod into 1 version of the game. I agree, its more easy to look at only one version, but is used only for a filter. und this filter could be redesigned Rather than a load of errors every time we release a new major version it's much clea...
by Kuxynator
Sat Jan 30, 2021 12:18 pm
Forum: Not a bug
Topic: [1.1.0] Blueprint with burner mining drill can't be flipped
Replies: 5
Views: 2491

Re: [1.1.0] Blueprint with burner mining drill can't be flipped

The answer is not satisfactory.
If the building cannot be mirrored, it should still be possible to mirror the blueprint, the building can remain as it is, the position can be mirrored.
It is possible with the mod Blueprint Extension, why not mit the base game? ;-)
by Kuxynator
Fri Jan 15, 2021 8:04 am
Forum: Duplicates
Topic: [1.1.10] Crash loading save: "Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true"
Replies: 2
Views: 1079

Re: [1.1.10] Crash loading save: "Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true"

I can not know that is an duplicate for you, because it is an other error for me.
I did search for the message, but i did found only the other issue.
by Kuxynator
Thu Jan 14, 2021 2:25 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.
Replies: 7
Views: 5149

Re: [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.

28.395 Error ElectricPole.cpp:1356: !hasReachedZeroConnection was not true on loading a saved game with 1.1.8 it still worked 0.001 2021-01-14 15:19:16; Factorio 1.1.9 (build 57646, win64, full) 0.001 Operating system: Windows 10 (version 1909) 0.002 Program arguments: "C:\Program Files\Factori...
by Kuxynator
Fri Jan 01, 2021 5:21 am
Forum: Pending
Topic: [1.1.6] Error CircuitConnector.cpp:378: Trying to disconnect circuit connector in inconsistent state.
Replies: 1
Views: 1039

[1.1.6] Error CircuitConnector.cpp:378: Trying to disconnect circuit connector in inconsistent state.

I did try to modify an existing mod. the new mod version is not published because this error. Modification: use a container instead of a logistic-container prototype [Attached: prototypes\requester-chest.lua] [Mod: https://mods.factorio.com/mod/AEAA593E-CC01-490C-BFB5-DE8E5023B5A6] [Cloned from mod:...

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