Search found 50 matches

by heyqule
Sat Dec 02, 2023 10:21 pm
Forum: Bug Reports
Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Replies: 5
Views: 2275

Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49

Hello. Is there any update on the unit stuck issue? It has been almost 50 updates since Oxyd left. :lol: The attachment map with latest occurrence. The red arrow point to the stuck group. Bug2.jpg The save has one group stuck. It seems to happen when they lost their target. They stuck at State "...
by heyqule
Thu Nov 30, 2023 9:02 pm
Forum: Mod portal Discussion
Topic: Allow selecting both category and tag on top nav.
Replies: 1
Views: 125

Allow selecting both category and tag on top nav.

The core functionality is already there. The UI just needs some changes.

https://mods.factorio.com/?category=con ... ersion=1.1

There are too many noise from the mod packs when I only want to view content from a tag. :D
by heyqule
Tue Aug 29, 2023 10:28 pm
Forum: Implemented for 2.0
Topic: Add event for when a unit_group is destroyed
Replies: 2
Views: 325

Re: Add event for when a unit_group is destroyed

This would be useful for enemy AI mods.
by heyqule
Mon Aug 21, 2023 1:16 am
Forum: Documentation Improvement Requests
Topic: How do *_penalty in attack parameters work for turrets?
Replies: 1
Views: 191

How do *_penalty in attack parameters work for turrets?

How do the range for *_penalty (health/rotate/fire_penalty) for attack parameters work? Fire turret uses 15 for its fire_penalty, what does that 15 imply? Are there a min / max range for it? Let say I want my turret to pick very high/max health with minimal rotation. If I set health_panelty to -15 f...
by heyqule
Thu Aug 03, 2023 3:46 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

If the expansion has some mechanic to change max health and damage mulitplier for entities during runtime, that would be able to reduce the prototype counts from my mods. :D
by heyqule
Thu Aug 03, 2023 3:43 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

That's interesting. :D
by heyqule
Thu Aug 03, 2023 3:20 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

lol. It seems related to Clion's Redirect Input. The same build seems runs fine without it.

That option works fine on 1.1.80 build tho.
by heyqule
Thu Aug 03, 2023 3:05 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

Here is how I reproduced the "Quit Game" freeze on a clean build. Please grab my mod-settings.dat from Gdrive as well. It has some changes in the startup settings. Game test - Start "EnemeyRaceManager/General Debug" scenario - Set the map type to "ERM DEBUG" - Start the...
by heyqule
Thu Aug 03, 2023 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

https://drive.google.com/drive/u/0/folders/1iNqLBIyRRoA1tZ_-XR14hglYybJJBIY3 Download the mod zip and unpack it in the zip folder. In a clean build, it may load OK for a few times. Once it starts to happen, it loads into the menu and then freeze. If not, you can try load up an EnemyRaceManage/Genera...
by heyqule
Thu Aug 03, 2023 1:50 am
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

Hm. I moved the mods to the new build without any other previous files seem fixed itself. :fingercross:

NVM... It freeze as I posted this.
by heyqule
Wed Aug 02, 2023 10:50 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

Re: [1.1.88] Game hang @ loading sound 95%

Another thing I noticed is that when the game is able to get pass the "loading sound 95%" hang. It always starts with the biter raids miners scene.
by heyqule
Wed Aug 02, 2023 10:40 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Game hang @ loading sound 95%
Replies: 10
Views: 1099

[1.1.88] Game hang @ loading sound 95%

Hi I'm still see game hang on my 1.1.88 windows zip build, which I use for mod development. I still see loading sound 95% hang. The menu where biter attack miners has a guarantee freeze. Oddly enough, when I'm in my test game (in game), it doesn't freeze. I have try run it for 10mins with 2000UPS. I...
by heyqule
Sun Dec 18, 2022 11:12 pm
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 19
Views: 4326

Re: Reducing the number of categories

This feels like the tag system can be abused to make mods to show up on all tags, even tho mod packs do touch all aspects of the game. But imaging many mod packs do this, it could easily flush the new content away. Another suggest I have is to accept filtering on both category and tag. Right now the...
by heyqule
Sun Dec 04, 2022 6:31 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.73] Mod error into crash
Replies: 3
Views: 2396

Re: [1.1.73] Mod error into crash

wow. That was quick lol. especially today is Sunday.
by heyqule
Sun Dec 04, 2022 2:31 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.73] Mod error into crash
Replies: 3
Views: 2396

[1.1.73] Mod error into crash

What did you do? I'm adding a new unit to the game in the dev build of my mods. The data stage loaded fine. The game crashed with Exception Code: c0000005 when I load my debug scenario. The custom scenario spawns the new unit with surface.create_entity What happened? The game crashed with this. 42....
by heyqule
Sun Nov 27, 2022 2:08 am
Forum: Modding help
Topic: Rich text on UI Label
Replies: 1
Views: 520

Rich text on UI Label

I'm trying to add GPS ping to my UI. The GPS tag can display fine. But it's not clickable. Then I tried adding a coal item rich-text. Hovering on that didn't trigger the popup of the coal item tag. The item and entity tags in Tip and Trick work perfectly fine. Hovering them show the item/entity popu...
by heyqule
Mon Sep 05, 2022 1:46 am
Forum: Modding interface requests
Topic: Consumed Achievement Prototype
Replies: 0
Views: 413

Consumed Achievement Prototype

There is an item produced achievement prototype. It would be nice to have an item consumed achievement prototype. e.g Player fired 1000000 random firework rockets for the achievement: eternal party. One more point... It would be nice if produced achievement can accept multiple items. My mod has 7 ty...
by heyqule
Thu Sep 01, 2022 12:18 am
Forum: Ideas and Requests For Mods
Topic: Fireworks Rocket
Replies: 2
Views: 784

Re: Fireworks Rocket

by heyqule
Tue Aug 30, 2022 9:26 pm
Forum: Not a bug
Topic: [1.1.68] Sound attribute in prototype type="explosion" stopped working.
Replies: 3
Views: 683

Re: [1.1.68] Sound attribute in prototype type="explosion" stopped working.

OK Thanks. I just re-tested on my steam copy and it did work.

It seems something odd with the standalone instance I use for dev. I had to re-download it and it worked.
by heyqule
Tue Aug 30, 2022 7:39 pm
Forum: Not a bug
Topic: [1.1.68] Sound attribute in prototype type="explosion" stopped working.
Replies: 3
Views: 683

Re: [1.1.68] Sound attribute in prototype type="explosion" stopped working.

I noticed another sound bug. I tried to workaround the above bug by spawning the sound in target_effects of the firework projectile. The sound played at the source location. Instead of target (explosion) location. :lol: target_effects = { { type = "create-entity", entity_name = data['firew...

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