+1 on this. There are LOTS of multiplayer mod and scenario use cases where this would be helpful.
Ability to send cargo pods to different locations other than 0,0 if there are no landing pads, and to be able to direct them to other landing hubs (either on same force or other) would be fantastic.
Search found 122 matches
- Tue Dec 03, 2024 6:19 pm
- Forum: Implemented mod requests
- Topic: Allow cargo pod scripting
- Replies: 7
- Views: 721
- Mon Nov 18, 2024 2:13 am
- Forum: Duplicates
- Topic: [2.0.19] Crash when exploring chunks and mod script is destroying any enemy entities found on Vulcanus.
- Replies: 1
- Views: 224
[2.0.19] Crash when exploring chunks and mod script is destroying any enemy entities found on Vulcanus.
Log file attached. Not exactly sure, but seems related to me destroying demolishers via script?
I was charting a lot of chunks awhile testing my mod, and in each chunk in some areas of the map, I call entity.destroy() on any enemy entites found.
Was mostly working fine, until it crashed ...
I was charting a lot of chunks awhile testing my mod, and in each chunk in some areas of the map, I call entity.destroy() on any enemy entites found.
Was mostly working fine, until it crashed ...
- Tue Nov 12, 2024 12:03 pm
- Forum: Duplicates
- Topic: [2.0.X] remote driving vehicles don't seem to have client side prediction?
- Replies: 1
- Views: 203
[2.0.X] remote driving vehicles don't seem to have client side prediction?
There is a huge difference in driving remotely compared to your character getting into a vehicle and then driving, when playing multiplayer.
The "in person" driving client side prediction is wonderful!!!
It seems like this is not being used when remote driving? I was trying to drive a tank ...
The "in person" driving client side prediction is wonderful!!!
It seems like this is not being used when remote driving? I was trying to drive a tank ...
- Mon Nov 11, 2024 10:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.X] Setting player.driving = false does NOT eject player from cargo-pod.
- Replies: 2
- Views: 1214
Re: [2.0.X] Setting player.driving = false does NOT eject player from cargo-pod.
Wonderful, thank you!
- Mon Nov 11, 2024 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.X] Setting player.driving = false does NOT eject player from cargo-pod.
- Replies: 2
- Views: 1214
[2.0.X] Setting player.driving = false does NOT eject player from cargo-pod.
My expectation is that player just gets ejected and placed wherever the cargo-pod position happens to be on that surface.
I was trying this because I recently posted this other one, which I understand the response and its not a problem: https://forums.factorio.com/viewtopic.php?f=48&t=120296
I'm ...
I was trying this because I recently posted this other one, which I understand the response and its not a problem: https://forums.factorio.com/viewtopic.php?f=48&t=120296
I'm ...
- Sun Nov 10, 2024 2:49 pm
- Forum: Minor issues
- Topic: [2.0.14] player.teleport doesn't work when inside of a cargo-pod/rocket if teleporting to the same surface
- Replies: 2
- Views: 556
Re: [2.0.14] player.teleport doesn't work when inside of a cargo-pod/rocket if teleporting to the same surface
Ah okay, but it seems like setting driving=false doesn't kick the player out of the cargo-pod. Is that a separate bug then or working as intended?
How do we get the player out of the cargo-pod without having to have an intermediate surface to put them on first?
Edit: if anyone sees this, it was ...
How do we get the player out of the cargo-pod without having to have an intermediate surface to put them on first?
Edit: if anyone sees this, it was ...
- Fri Nov 08, 2024 1:13 am
- Forum: Minor issues
- Topic: [2.0.14] player.teleport doesn't work when inside of a cargo-pod/rocket if teleporting to the same surface
- Replies: 2
- Views: 556
[2.0.14] player.teleport doesn't work when inside of a cargo-pod/rocket if teleporting to the same surface
player.teleport works, when the player is dropping in a cargo-pod, if I teleport to a different surface.
However, it does NOT work when trying to teleport to the same surface the cargo-pod is currently dropping on.
Same for taking off in a rocket.
Seems like an inconsistency or bug maybe?
Steps ...
However, it does NOT work when trying to teleport to the same surface the cargo-pod is currently dropping on.
Same for taking off in a rocket.
Seems like an inconsistency or bug maybe?
Steps ...
- Sun Nov 03, 2024 8:06 pm
- Forum: Assigned
- Topic: [Raiguard] [2.0.13] No LUA event triggers when player drives remotely
- Replies: 2
- Views: 429
- Sun Nov 03, 2024 8:06 pm
- Forum: Duplicates
- Topic: [2.0.13] on_player_driving_changed_state doesn't trigger when entering remote driving but it does on exit?
- Replies: 2
- Views: 177
Re: [2.0.13] on_player_driving_changed_state doesn't trigger when entering remote driving but it does on exit?
Thanks! Sorry I didn't check for duplicates before posting.
- Sun Nov 03, 2024 1:58 pm
- Forum: Duplicates
- Topic: [2.0.13] on_player_driving_changed_state doesn't trigger when entering remote driving but it does on exit?
- Replies: 2
- Views: 177
[2.0.13] on_player_driving_changed_state doesn't trigger when entering remote driving but it does on exit?
I would expect to see on_player_driving_changed_state triggered for both entering and exiting remote driving, but I only see it for exiting it seems?
I tested with a spidertron and a train.
Not sure if I was doing something wrong maybe? Or I have an incorrect expectation?
Barebones scenario ...
I tested with a spidertron and a train.
Not sure if I was doing something wrong maybe? Or I have an incorrect expectation?
Barebones scenario ...
- Thu Oct 31, 2024 3:23 am
- Forum: Gameplay Help
- Topic: [2.0.12] uranium processing can't be researched
- Replies: 1
- Views: 520
Re: [2.0.12] uranium processing can't be researched
You need to mine the uranium ore to unlock the tech. Some techs are locked behind "actions" instead of research now and this is one of them. Hover over the tech to see the explanation that you need to mine uranium to unlock it. Hope this helps!
- Wed Oct 30, 2024 10:31 pm
- Forum: Assigned
- Topic: [Earendel][2.0.12] different starting_points in map gen settings doesn't work on Vulcanus
- Replies: 1
- Views: 410
[Earendel][2.0.12] different starting_points in map gen settings doesn't work on Vulcanus
Not sure if this counts as a legit bug or is technically a feature request, but with Nauvis, setting multiple and non 0,0 starting points works as expected.
Vulcanus territories don't respect the starting points unfortunately.
Changing it (during on surface_created, before chunks are created ...
Vulcanus territories don't respect the starting points unfortunately.
Changing it (during on surface_created, before chunks are created ...
- Wed Oct 30, 2024 5:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] Calling entity.die() on a demolisher crashes the game.
- Replies: 1
- Views: 1051
[Rseding91] [2.0.12] Calling entity.die() on a demolisher crashes the game.
I know this is not high priority, not sure why this is happening though. I was attempting to modify demolishers (remove them from the map).
I tried with and without parameters in the die function. Same crash.
I tried .die() on one that I had spawned. Same crash.
.destroy() seems to work fine but I ...
I tried with and without parameters in the die function. Same crash.
I tried .die() on one that I had spawned. Same crash.
.destroy() seems to work fine but I ...
- Wed Oct 30, 2024 5:42 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Demolisher API (territories & spawning?)
- Replies: 3
- Views: 674
[2.0.12] Demolisher API (territories & spawning?)
Hello,
I tried to search and didn't see another request yet. But at some point, it would be nice to get access to Demolisher territories for modding purposes.
- Ability to tell what territories are on the map, if a chunk or map position is within a territory, if the territory is claimed or not ...
I tried to search and didn't see another request yet. But at some point, it would be nice to get access to Demolisher territories for modding purposes.
- Ability to tell what territories are on the map, if a chunk or map position is within a territory, if the territory is claimed or not ...
- Wed Oct 30, 2024 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] LuaEntity.max_health to include evolution scaling factor
- Replies: 2
- Views: 721
Re: [2.0.12] LuaEntity.max_health to include evolution scaling factor
+1 for the alternate solution as well.
I need a way to adjust the the health scaling too (to make spawners without the scaling, or with different scaling).
I need a way to adjust the the health scaling too (to make spawners without the scaling, or with different scaling).
- Sat Oct 26, 2024 2:56 am
- Forum: Assigned
- Topic: [hrusa] [2.0.11] Missing on_player_driving_changed_state event when player leaves cargo pod?
- Replies: 0
- Views: 157
[hrusa] [2.0.11] Missing on_player_driving_changed_state event when player leaves cargo pod?
Hi,
Pretty much the description. Looking at the events triggered by on_player_driving_changed_state, I don't see an event for when the player gets auto kicked out of a landing cargo pod (onto a planet surface). The last event I get is when the player transitions surfaces from platform to nauvis ...
Pretty much the description. Looking at the events triggered by on_player_driving_changed_state, I don't see an event for when the player gets auto kicked out of a landing cargo pod (onto a planet surface). The last event I get is when the player transitions surfaces from platform to nauvis ...
- Sat Oct 26, 2024 2:14 am
- Forum: Modding interface requests
- Topic: [2.X] [Space Age] Someway to direct where cargo pods land (with no landing pad), and an event for them landing.
- Replies: 0
- Views: 466
[2.X] [Space Age] Someway to direct where cargo pods land (with no landing pad), and an event for them landing.
Hi!
I've supported a scenario/mod for a long time that provides separate areas/forces for multiplayer spawns. These things would be very helpful for mine and other multiplayer focused mods.
Is there a way to direct cargo pods (specifically ones that are not destined for landing pads) to a ...
I've supported a scenario/mod for a long time that provides separate areas/forces for multiplayer spawns. These things would be very helpful for mine and other multiplayer focused mods.
Is there a way to direct cargo pods (specifically ones that are not destined for landing pads) to a ...
- Mon Oct 14, 2024 5:34 pm
- Forum: Pending
- Topic: [1.1.110] Crash when opening and closing debug view while looking at crafting recipe tables
- Replies: 0
- Views: 202
[1.1.110] Crash when opening and closing debug view while looking at crafting recipe tables
Not sure exactly what caused this or how to repro, or if it's related to my mod since I was testing table stuff at the same time, but it crashed when I was in debug view interacting with the game's normal crafting table and my GUI was not open at the time or being interacted with I think.
Looks ...
Looks ...
- Sun Oct 13, 2024 1:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Raiguard] [1.1.110] Removing a tab unexpectedly combines tab content
- Replies: 1
- Views: 1031
[Raiguard] [1.1.110] Removing a tab unexpectedly combines tab content
Test setup:
local tabbed_pane = game.player.gui.top.add{type="tabbed-pane", name="tabbed_pane"}
local tab1 = tabbed_pane.add{type="tab", caption="Tab 1", name="tab_1"}
local tab2 = tabbed_pane.add{type="tab", caption="Tab 2", name="tab_2"}
local tab3 = tabbed_pane.add{type="tab", caption="Tab 3 ...
local tabbed_pane = game.player.gui.top.add{type="tabbed-pane", name="tabbed_pane"}
local tab1 = tabbed_pane.add{type="tab", caption="Tab 1", name="tab_1"}
local tab2 = tabbed_pane.add{type="tab", caption="Tab 2", name="tab_2"}
local tab3 = tabbed_pane.add{type="tab", caption="Tab 3 ...
- Sun Oct 13, 2024 1:09 am
- Forum: Modding help
- Topic: [1.1.110] No way to show hidden items for a choose-elem-button?
- Replies: 2
- Views: 283
Re: [1.1.110] No way to show hidden items for a choose-elem-button?
I guess this got moved to modding help but it seems like maybe a feature request if it's not a "bug".
One solution is to change the item to be not hidden, but then what is the point of the elem_filter flags in this case?
One solution is to change the item to be not hidden, but then what is the point of the elem_filter flags in this case?