Search found 48 matches

by Danielv123
Mon Apr 15, 2024 9:02 pm
Forum: Resolved Requests
Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
Replies: 3
Views: 570

Re: [1.1.107] LuaSurface.create_entity docs missing stack property

I see now that this is supposed to go in viewforum.php?f=233 - sorry about that
by Danielv123
Mon Apr 15, 2024 9:00 pm
Forum: Resolved Requests
Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
Replies: 3
Views: 570

[1.1.107] LuaSurface.create_entity docs missing stack property

Attempting to create an item-on-ground with LuaSurface.create_entity without providing the stack parameter results in an error. https://lua-api.factorio.com/latest/classes/LuaSurface.html#create_entity The stack property works fine, however it is not documented that it is accepted by the function. /...
by Danielv123
Sun Aug 15, 2021 12:44 pm
Forum: Modding interface requests
Topic: Better API for interacting with the crafting queue
Replies: 2
Views: 1719

Better API for interacting with the crafting queue

The current crafting queue API allows you to read the item type, item amount and order of items shown in the crafting queue GUI. But this does not include all the information the crafting system stores. * Finished intermediate crafts are not shown at all * There is no way to tell what is an intermed...
by Danielv123
Thu Jul 29, 2021 10:29 pm
Forum: Gameplay Help
Topic: Disable death messages and respawn messages
Replies: 1
Views: 1197

Re: Disable death messages and respawn messages

Came up because I needed to create a player corpse for a living player with all their items. The solution I came up with was the following: local surface = player.surface.name local position = player.position local character = player.character player.disassociate_character(character) character.die()...
by Danielv123
Sat Apr 20, 2019 10:52 pm
Forum: Implemented mod requests
Topic: A means of telling a client to connect to a different server
Replies: 14
Views: 6088

Re: A means of telling a client to connect to a different server

mrudat - that is pretty much the same as the 3 solutions I listed, so not ideal. We don't want people to download untrusted potentially vulnerable software from us - we want this to be part of the base game. It is also important to note that one of the big problem with all the proposed workarounds i...
by Danielv123
Sat Apr 20, 2019 9:58 pm
Forum: Implemented mod requests
Topic: A means of telling a client to connect to a different server
Replies: 14
Views: 6088

Re: A means of telling a client to connect to a different server

For reference, clusterio does support cross server chat. But a better way to move players between servers would be HUGE. We can already do it with items, combinator signals, power, trains, images, basically everything imaginable. Except players. We have deviced a few workarounds to this problem, mos...
by Danielv123
Sun May 20, 2018 9:46 pm
Forum: Pending
Topic: [0.16.43] Typo in player join console message
Replies: 2
Views: 1464

[0.16.43] Typo in player join console message

Small thing, but it says
2018-05-20 23:42:58 [JOIN] Danielv123 joined the gamees) newState(InGame)
When it should clearly say "game" instead of "gamees"
by Danielv123
Mon Dec 18, 2017 6:13 pm
Forum: Duplicates
Topic: [0.16.5] Crash when placing power pole near inserter
Replies: 3
Views: 2090

[0.16.5] Crash when placing power pole near inserter

https://i.imgur.com/GXOKwFM.png

Happened to me twice now, 4 minutes in between. Managed to loose the first error log due to unrelated issue.

The issue has happened both when using bots and placing by hand, unable to reliably reproduce.
by Danielv123
Tue Nov 14, 2017 5:52 am
Forum: Not a bug
Topic: [wheybags] [0.15.37] Enemy bases richness is still visible
Replies: 1
Views: 1386

[wheybags] [0.15.37] Enemy bases richness is still visible

After the removal of artifacts, I would think adjusting enemy base richness lost is value. Currently, this is just one more weird GUI element to confuse new players.

Image
by Danielv123
Sun Jun 11, 2017 10:26 pm
Forum: General discussion
Topic: Parallel Computing and Factorio
Replies: 14
Views: 8681

Re: Parallel Computing and Factorio

This was a nice read, but I am going to be realistic and say this will never be implemented into basegame factorio. I have done my best on doing this as a mod with clusterio. It allows you to transfer items between worlds using dedicated chest bridges/combinator bridges. Currently its not at all sea...
by Danielv123
Fri Apr 28, 2017 9:38 pm
Forum: Duplicates
Topic: 0.15.3 Random crash while AFK
Replies: 1
Views: 1187

0.15.3 Random crash while AFK

Log:
https://pastebin.com/QSYSKcQP

I believe I had the rocket silo GUI open. I do not believe I moved from the position I am in in the attached autosave.
by Danielv123
Tue Feb 28, 2017 3:17 pm
Forum: Technical Help
Topic: [0.14.22] Save game management
Replies: 1
Views: 1676

Re: [0.14.22] Save game management

Just came here from google. No, there is no way to auto save on exit. You need to press ESC -> save game and save it somewere. On the built in server, saves work the excact same way as with any other server you join. Every few minutes there is an autosave to your harddrive. If you want to keep the l...
by Danielv123
Sat Dec 10, 2016 10:49 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 114954

Re: [MOD 0.14] AAI Programmable Structures

Whoa.

Thats some awesome textures, they look gorgeous! Was just chatting on IRC about the creation of such a mod, and then this...
by Danielv123
Sun Nov 20, 2016 10:43 am
Forum: Combinator Creations
Topic: Movie Player
Replies: 86
Views: 496172

Re: Movie Player

This is all well and good, but... Songname?
by Danielv123
Tue Nov 08, 2016 10:26 am
Forum: Implemented mod requests
Topic: on_player_crafted_item: add recipe
Replies: 2
Views: 1657

Re: on_player_crafted_item: add recipe

But thats not possible if items were to stack. Or there are multiple recipes to create one item (petrol for example)
by Danielv123
Mon Nov 07, 2016 10:32 pm
Forum: Implemented mod requests
Topic: Hide and disable some autoplace-controls
Replies: 2
Views: 1643

Re: Hide and disable some autoplace-controls

Changing mapgensettings after map creating is very unlikely to happen. RSOs way of working around it is to just delete all the defaults and do it by itself. I guess you won't be able to do that.
by Danielv123
Mon Nov 07, 2016 10:20 pm
Forum: Modding interface requests
Topic: Data Lifecycle - Migrations - called expansion needed
Replies: 1
Views: 1218

Re: Data Lifecycle - Migrations - called expansion needed

Migrations only run on worlds that was last ran with an older version of the mod. It does not run on newer versions and they only run once.
by Danielv123
Mon Nov 07, 2016 9:43 pm
Forum: Implemented mod requests
Topic: LuaEntity.get_target() + set target options
Replies: 2
Views: 1736

Re: LuaEntity.get_target() + set target options

There have been a lot of requests for scripts controlling turrets, I would advice searching around for an official response.

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