Search found 18 matches

by front
Thu Oct 16, 2025 6:27 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 13
Views: 780

Re: A sibling API to play_sound: play_music

I think playing the track, or one track from a list then going back to the normal ambient is also a good option. Then you don't need to track how long is your track then turn back to the regular music.
by front
Thu Oct 16, 2025 5:14 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 13
Views: 780

Re: A sibling API to play_sound: play_music

My goal is to change the track (either to one track, or pick from a playlist) when the player enters a specific area on the map, then change it back when either leaving or completing a task. Effectively an enhancement to the game's dynamic music because I can know when to change it.
I'm fine with it ...
by front
Mon Sep 29, 2025 7:42 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 13
Views: 780

Re: A sibling API to play_sound: play_music

I'd support it. I have something in the backburner that needed this, and on my side for now I'll just add in an extra surface to have the music change. I think that solution is a little excessive, considering how much area I need that music for.
by front
Thu Sep 18, 2025 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Replies: 2
Views: 1223

Re: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)

Thank you very much! I also just found that the mod can't be removed from any saves because it will crash with the same error.
by front
Sat Sep 13, 2025 6:20 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Replies: 2
Views: 1223

[2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)

Log included as an attachment, it mentions a linked container related nullpointer. Unfortunately right now I can only reproduct it in dev, so the in-dev code for the affected mod will also be included.

This is most likely the interaction between a proxy container that is targeting a linked ...
by front
Sat May 31, 2025 8:33 pm
Forum: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 31
Views: 18260

Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

I had this happen on Manjaro sometimes (so I turned it off), disappeared when I switched back to linux mint.

Unfortunately this is all I can give you.
by front
Sun May 18, 2025 7:44 pm
Forum: General discussion
Topic: Agri science spoilage is not fun, just annoying.
Replies: 32
Views: 5942

Re: Agri science spoilage is not fun, just annoying.

Stargateur wrote: Sun May 18, 2025 6:54 pm You both don't read what other write, bye.
You perfectly summarized the logistical problem that Gleba wants you to tackle as the issue you'd want to patch out.
by front
Sun May 18, 2025 6:46 pm
Forum: General discussion
Topic: Agri science spoilage is not fun, just annoying.
Replies: 32
Views: 5942

Re: Agri science spoilage is not fun, just annoying.


Let me explain it more then with my broken english. While ALL other science will stockpile, agriculture science will not so each time you rotate on science. And so you need to produce a LOT of agriculture science compare to other science to keep you SPM. Imagine you produce 500 of all planet ...
by front
Sun May 18, 2025 5:37 pm
Forum: General discussion
Topic: Agri science spoilage is not fun, just annoying.
Replies: 32
Views: 5942

Re: Agri science spoilage is not fun, just annoying.



yeah but the problem is you are forced to have research that use gleba science, it's mean while you rotate on other infinite search gleba science spoil.


IF you learnt what Gleba wants you to do then it also does not matter at all, because you have a constant and infinite supply of it. This is ...
by front
Sun May 11, 2025 10:01 pm
Forum: Modding interface requests
Topic: Roboport "accepted_bots" or categories
Replies: 1
Views: 273

Roboport "accepted_bots" or categories

Hello!

I'd want a feature like this for roboports.
viewtopic.php?p=671533

I think I can work around this with some special limits, but it is very inconvenient.
by front
Sun May 11, 2025 7:36 pm
Forum: General discussion
Topic: Agri science spoilage is not fun, just annoying.
Replies: 32
Views: 5942

Re: Agri science spoilage is not fun, just annoying.

Your main issue with agri science is that you don't follow what Gleba wants you to do. It wants you to create a constant flow of production instead of stockpiling anything and people have trouble getting used to it.

The number of packs you launch does not matter as long as they reach your labs at ...
by front
Tue Apr 15, 2025 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Player dropping to planet hangs indefinietly.
Replies: 4
Views: 1833

Re: Player dropping to planet hangs indefinietly.

The 30mb is most likely 3, one of the saves was pruned to 9mb.
by front
Tue Apr 15, 2025 6:37 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Player dropping to planet hangs indefinietly.
Replies: 4
Views: 1833

[2.0.43] Player dropping to planet hangs indefinietly.

Hello!

I have two modded saves where landing on a planet is impossible, the pod just falls indefinitely.

I think the root cause is me not setting up the transitions properly in one version, but I can't verify. It is also only present in these saves, I can not reproduce it myself. Converting the ...
by front
Fri Mar 07, 2025 2:45 pm
Forum: Won't implement
Topic: HTTP requests
Replies: 2
Views: 932

Re: HTTP requests

To give more context: this would enable spyware to be installed inside factorio.

With the file output you at least need external software to be running on your PC, and that effectively kills this possibility.
by front
Fri Feb 28, 2025 5:55 pm
Forum: Mod portal Discussion
Topic: "Planet" tag in Mod search
Replies: 4
Views: 1411

Re: "Planet" tag in Mod search

I'd make it an entire category, as these sit between content and overhaul.

Also most planet mods tick at least fluid, mining, manufacturing, power and environment just by existing. After those tags come the actual content that they have. xD

This is where I am now with an unfinished planet mod, and ...
by front
Tue Dec 03, 2024 5:02 pm
Forum: Pending
Topic: Setting a recipe on an assembler with an invalid surface condition
Replies: 1
Views: 315

Setting a recipe on an assembler with an invalid surface condition

If you set a fixed recipe (possibly even a normal recipe) on an assembler who's surface condition does not match the surface it's currently on, then the machine will work but crash when you try to open the gui. For example a recipe that needs pressure, but you put it on a space platform.

I also can ...

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