Search found 16 matches
- Mon May 07, 2018 7:55 pm
- Forum: Implemented mod requests
- Topic: Biter should glow when given the light attribute
- Replies: 13
- Views: 4796
Re: Biter should glow when given the light attribute
This should make for an excellent modding opportunity. Please add this!
- Thu Dec 14, 2017 8:44 am
- Forum: Modding interface requests
- Topic: Making entity electric flow fields writable
- Replies: 14
- Views: 5799
Re: Making entity electric flow fields writable
--edit: it might be UPS efficient to update the energy field once/second.
No worries about that- On default settings my mod only updates once per 15 ticks. Moreover, it can be reconfigured for an even lower interval if needed :D .
There are other writable fields for the electric energy interface ...
No worries about that- On default settings my mod only updates once per 15 ticks. Moreover, it can be reconfigured for an even lower interval if needed :D .
There are other writable fields for the electric energy interface ...
- Wed Dec 13, 2017 5:52 pm
- Forum: Modding interface requests
- Topic: Making entity electric flow fields writable
- Replies: 14
- Views: 5799
Making entity electric flow fields writable
Hi!
With the release of 0.16 I got right around to loading up my own mods to test them out. While fixing my mod https://mods.factorio.com/mods/Raeon/Induction%20Charging however, I found out that the LuaEntity::electric_input_flow_limit and LuaEntity::electric_output_flow_limit fields are no longer ...
With the release of 0.16 I got right around to loading up my own mods to test them out. While fixing my mod https://mods.factorio.com/mods/Raeon/Induction%20Charging however, I found out that the LuaEntity::electric_input_flow_limit and LuaEntity::electric_output_flow_limit fields are no longer ...
- Wed Sep 20, 2017 8:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.34] Crash when assigning value to game.players
- Replies: 1
- Views: 1103
[Rseding91] [0.15.34] Crash when assigning value to game.players
Hi,
When I try to assign a value to a random key in game.players the game crashes. I expect the game to give me an error telling me I cannot (re)assign a value to this field. Load an existing save file with the Test mod enabled to reproduce the issue.
I hope this helps.
Thanks!
When I try to assign a value to a random key in game.players the game crashes. I expect the game to give me an error telling me I cannot (re)assign a value to this field. Load an existing save file with the Test mod enabled to reproduce the issue.
I hope this helps.
Thanks!
- Sat Sep 09, 2017 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 2725
[0.15.34] Energy input flow limit not respected by providers
Context
I'm writing a mod called Induction Charging. This mod allows you to insert Induction Coils into your power armor, which allow you to charge your equipment batteries by standing in range of a power network. It accomplishes this by using an invisible electric-energy-interface at the players ...
I'm writing a mod called Induction Charging. This mod allows you to insert Induction Coils into your power armor, which allow you to charge your equipment batteries by standing in range of a power network. It accomplishes this by using an invisible electric-energy-interface at the players ...
- Wed Sep 06, 2017 5:40 pm
- Forum: Modding help
- Topic: electric-energy-interface receives more power than possible
- Replies: 0
- Views: 1219
electric-energy-interface receives more power than possible
Introduction
Hi. I'm writing a mod called Induction Charging. The gist of it is that you add some induction coils to your power armor, and they tap power from whatever power network you are standing in. This is done using an invisible electric-energy-interface at the players position, which will ...
Hi. I'm writing a mod called Induction Charging. The gist of it is that you add some induction coils to your power armor, and they tap power from whatever power network you are standing in. This is done using an invisible electric-energy-interface at the players position, which will ...
- Fri Sep 01, 2017 9:14 am
- Forum: Not a bug
- Topic: [0.15.34] Player data identical across multiple saves
- Replies: 2
- Views: 2109
Re: [0.15.34] Player data identical across multiple saves
Sind your map is named "multiplayer met Joris", could it be that you changed your player name (in the other tabs in the options) or something along those lines? It seems to me like you are being spawned with the player character of your friend instead of your own.
You're correct in that it was a ...
You're correct in that it was a ...
- Fri Sep 01, 2017 7:22 am
- Forum: Not a bug
- Topic: [0.15.34] Player data identical across multiple saves
- Replies: 2
- Views: 2109
[0.15.34] Player data identical across multiple saves
Hi there!
[h]Context[/h]
Since the title length doesn't allow for much nuance, allow me to explain.
I've been playing on my save file for about 28 hours total. I last played yesterday evening, and everything was fine up until that point. This morning when I loaded my latest save, I suddenly ...
[h]Context[/h]
Since the title length doesn't allow for much nuance, allow me to explain.
I've been playing on my save file for about 28 hours total. I last played yesterday evening, and everything was fine up until that point. This morning when I loaded my latest save, I suddenly ...
- Sat Apr 29, 2017 5:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Inserter "Read contents" shows negative value
- Replies: 3
- Views: 3727
[0.15.3] Inserter "Read contents" shows negative value
Hi.
I found a bug when playing around with inserters and the circuit network.
A few short things to note:
I do not have any stack inserter upgrades
This was tested in vanilla
Description
The inserter reports -1 on pulse (it seems), whereas it should report 1 constantly as long as it is ...
I found a bug when playing around with inserters and the circuit network.
A few short things to note:
I do not have any stack inserter upgrades
This was tested in vanilla
Description
The inserter reports -1 on pulse (it seems), whereas it should report 1 constantly as long as it is ...
- Wed Jan 04, 2017 11:13 am
- Forum: 1 / 0 magic
- Topic: [0.14.21] Game freezing when paused and tabbed out
- Replies: 2
- Views: 1925
Re: [0.14.21] Game freezing when paused and tabbed out
Hi posila, thanks! I'm glad to hear the memory dump was useful. After playing for a few hours using the fix you recommended the game indeed did not freeze anymore. When I later went back to zero added startup parameters the freezing started happening again. I'll be using your solution, and I hope ...
- Tue Jan 03, 2017 10:52 am
- Forum: 1 / 0 magic
- Topic: [0.14.21] Game freezing when paused and tabbed out
- Replies: 2
- Views: 1925
[0.14.21] Game freezing when paused and tabbed out
I have encountered a bug on Windows 10 x64 where the game freezes when I pause the game and unfocus/refocus the game. It doesn't happen instantly, but it has happened to me within 30 seconds several times. I've found that the CPU usage keeps fluctuating (opposed to being at 0% consistently) whilst ...
- Wed Sep 14, 2016 6:21 pm
- Forum: Duplicates
- Topic: [0.14.5-Modded] Crash on reconnect
- Replies: 1
- Views: 1310
[0.14.5-Modded] Crash on reconnect
Hello,
Whilst I was playing Factorio the connection to the server dropped (the server did not crash, however).
When I clicked Reconnect, my client crashed:
http://i.imgur.com/j2CxHIF.png
Attached you will find the latest autosave of the map I was on, the mods I was using, and factorio-current ...
Whilst I was playing Factorio the connection to the server dropped (the server did not crash, however).
When I clicked Reconnect, my client crashed:
http://i.imgur.com/j2CxHIF.png
Attached you will find the latest autosave of the map I was on, the mods I was using, and factorio-current ...
- Wed Sep 14, 2016 12:49 pm
- Forum: Pending
- Topic: [0.14.5-Modded] Triple desync on join for all players
- Replies: 2
- Views: 1337
Re: [0.14.5-Modded] Triple desync on join for all players
Hi,
I'm afraid that I don't have access to the servers files.
According to the owner the logs were already gone when I talked to him. If what I have provided currently is insufficient then I believe this thread could be dismissed.
Thanks for the awesome game though
I'm afraid that I don't have access to the servers files.
According to the owner the logs were already gone when I talked to him. If what I have provided currently is insufficient then I believe this thread could be dismissed.
Thanks for the awesome game though

- Tue Sep 13, 2016 5:59 am
- Forum: Pending
- Topic: [0.14.5-Modded] Triple desync on join for all players
- Replies: 2
- Views: 1337
[0.14.5-Modded] Triple desync on join for all players
Hello,
I'll keep this short. Myself and others were unable to join our modded Factorio 0.14.5 server. The cause of this was a triple consecutive desync, resulting in us getting kicked before even seeing the map. It was resolved after the server was restarted, however, I do not have access to the ...
I'll keep this short. Myself and others were unable to join our modded Factorio 0.14.5 server. The cause of this was a triple consecutive desync, resulting in us getting kicked before even seeing the map. It was resolved after the server was restarted, however, I do not have access to the ...
- Sun Sep 04, 2016 7:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] Desyncs
- Replies: 10
- Views: 5768
Re: [0.14.3] Desyncs
Indeed. Attached you will find a desync that occurred simply by mousing over a train.Loewchen wrote:This might be caused by the desync fix with the selection rectangle for trains on the server.
- Sat Sep 03, 2016 8:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] Desyncs
- Replies: 10
- Views: 5768
Re: [0.14.3] Desyncs
I am playing on the same server as Smarty. Every interaction with trains seems to cause direct or indirect (delayed) desyncs. Attached is a desync report when I opened a train and instantly got desynced.