To reproduce:
1) Player A enters remote view.
2) Player B pauses the game.
Player A can no longer interact with the game. Escape doesn't leave remote view or bring up the menu, so it's impossible to unpause, save, or exit (especially if player B leaves the game after pausing).
Search found 10 matches
- Tue Oct 22, 2024 3:23 pm
- Forum: Duplicates
- Topic: [2.0.8] Game unresponsive if paused in remote view
- Replies: 1
- Views: 183
- Sun Mar 29, 2020 8:36 pm
- Forum: Mods
- Topic: [MOD 0.18] Pollution Solutions
- Replies: 0
- Views: 1756
[MOD 0.18] Pollution Solutions
Factorio Version: 0.18
Mod State: Release
Dependencies: Base
Authors: Thalassicus, Zerahan
Source: https://github.com/Thalassicus/Factorio
~ Download ~
This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just ...
Mod State: Release
Dependencies: Base
Authors: Thalassicus, Zerahan
Source: https://github.com/Thalassicus/Factorio
~ Download ~
This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just ...
- Sat Mar 07, 2020 9:14 am
- Forum: Modding help
- Topic: Get entities created by spill_item_stack?
- Replies: 1
- Views: 789
Get entities created by spill_item_stack?
How do I get the entities created by LuaSurface::spill_item_stack()?
I tried the code below. It creates the entities, but nearbyLoot is empty.
local loot = {name="iron-plate", count=10}
event.entity.surface.spill_item_stack(event.entity.position, loot)
local nearbyLoot = event.entity.surface ...
I tried the code below. It creates the entities, but nearbyLoot is empty.
local loot = {name="iron-plate", count=10}
event.entity.surface.spill_item_stack(event.entity.position, loot)
local nearbyLoot = event.entity.surface ...
- Sat Mar 07, 2020 8:09 am
- Forum: Implemented mod requests
- Topic: spill_item_stack returns created entities
- Replies: 2
- Views: 1192
spill_item_stack returns created entities
It'd be helpful if LuaSurface::spill_item_stack() returned the table of items it create.
I made aliens drop loot, and I'm attempting to mark the loot for deconstruction after there's no more enemies in a certain radius. This time delay means I can't use the instantaneous deconstruction provided by ...
I made aliens drop loot, and I'm attempting to mark the loot for deconstruction after there's no more enemies in a certain radius. This time delay means I can't use the instantaneous deconstruction provided by ...
- Wed Jan 10, 2018 7:08 am
- Forum: Modding discussion
- Topic: Lighting transitions
- Replies: 5
- Views: 2466
Re: Lighting transitions
I'll give it a try, thank you.
- Wed Jan 10, 2018 7:06 am
- Forum: Modding help
- Topic: How to get data?
- Replies: 2
- Views: 1134
How to get data?
How can I check the pollution required to create a biter?
This says the biter prototype doesn't have a "pollution_to_join_attack" key:
local quantity = math.ceil(event.entity.prototype.pollution_to_join_attack / 1000)
This says "data" is nil:
local quantity = math.ceil(data.raw["unit"][event ...
This says the biter prototype doesn't have a "pollution_to_join_attack" key:
local quantity = math.ceil(event.entity.prototype.pollution_to_join_attack / 1000)
This says "data" is nil:
local quantity = math.ceil(data.raw["unit"][event ...
- Mon Jan 08, 2018 10:01 pm
- Forum: Modding discussion
- Topic: Lighting transitions
- Replies: 5
- Views: 2466
Re: Lighting transitions
I discovered the same values. The "darkness" field is read-only, and I don't think I can use the others to increase the difference in light levels between day and night.
- Mon Jan 08, 2018 9:27 pm
- Forum: Modding discussion
- Topic: Cliffs and water in map-gen-presets?
- Replies: 0
- Views: 821
Cliffs and water in map-gen-presets?
How do I define cliffs and water in a map gen preset? They're not included in autoplace_controls. The "water" field only accepts a string (which appears to define size), and setting a "cliffs" variable appears to do nothing.
- Sun Jan 07, 2018 3:15 am
- Forum: Modding discussion
- Topic: Lighting transitions
- Replies: 5
- Views: 2466
Lighting transitions
Does anyone have experience modifying lighting? I'm trying to make day and night more interesting, but I'm unsure if any of this is possible. I've spent an hour searching the API documentation and files with no success.
I'd like to reinstate gradual light toggling at dawn and dusk. The sudden ...
I'd like to reinstate gradual light toggling at dawn and dusk. The sudden ...
- Fri Apr 29, 2016 11:11 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 100
- Views: 80098
Re: [MOD 0.12.X] Time Tools 1.0.6 (& Clock Combinator)
I encountered an odd issue. Clocks placed at an outpost don't show the time. The ones in my main base work okay, near the spawn point. I'm not 100% sure distance from origin is the deciding factor. I'm going to do some further testing.
Edit:
Oh! I didn't realize clocks must be in short range of a ...
Edit:
Oh! I didn't realize clocks must be in short range of a ...