Search found 69 matches

by heyqule
Fri Mar 07, 2025 4:21 am
Forum: Resolved Problems and Bugs
Topic: [2.0.39] Crash (BoundingBox::calcVectorExtension)
Replies: 1
Views: 1357

[2.0.39] Crash (BoundingBox::calcVectorExtension)

What did you do?
I was debugging a mod compatibility issue.

Oddly enough, it happens only when both ColonyBuilder and ERM_Terran mods are enable.

When I disable my ERM_Terran or ColonyBuilder, the game is fine.

What happened?
Factorio had an "Unexpected error occurred" crash. :D

178.039 ...
by heyqule
Mon Jan 27, 2025 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.32] Demolisher is targeting the same force structures.
Replies: 2
Views: 859

[StrangePan][2.0.32] Demolisher is targeting the same force structures.

What did you do? and What happened?

Modding demolisher to be on another force. I notice under my mod's "Free for all" mode, which all new enemy forces are against each. Demolisher targets it own force.

Demolish's force was change to anoter enemy force when it spawns with on_segment_entity ...
by heyqule
Sat Jan 18, 2025 11:22 pm
Forum: Mod portal Discussion
Topic: Request for new tag/category
Replies: 6
Views: 1361

Re: Request for new tag/category

They should add one for planets too.
by heyqule
Sun Dec 22, 2024 12:36 pm
Forum: Releases
Topic: Version 2.0.28
Replies: 12
Views: 14965

Re: Version 2.0.28

Lol. I feel honored to receive a dedicated patch for my mod.
by heyqule
Mon Dec 02, 2024 10:11 pm
Forum: Not a bug
Topic: [2.0.23] Enemies autoplace control conflict?
Replies: 1
Views: 341

Re: [2.0.23] Enemies autoplace control conflict?

Ok. It's not a bug.

Having seed1 collision caused this issue. It's fixed after changing seed1 to a different value. :lol:
seed1.JPG
seed1.JPG (106.9 KiB) Viewed 315 times
by heyqule
Mon Dec 02, 2024 9:33 pm
Forum: Not a bug
Topic: [2.0.23] Enemies autoplace control conflict?
Replies: 1
Views: 341

[2.0.23] Enemies autoplace control conflict?

What did you do?
I have added 3 new enemy autoplace control. They work, however, 2 of them have conflict on nauvis and I couldn't figure out the reason. The autocontrol name and noise expressions have different names.

Discovered in 2.0.21 and tested again in 2.0.23.

What happened?
The redarmy ...
by heyqule
Thu Nov 21, 2024 2:40 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.20] SimulationDefinition's generate_map=true produced a black screen
Replies: 1
Views: 1186

[boskid][2.0.20] SimulationDefinition's generate_map=true produced a black screen

What did you do?
I was adding a new tip entry. When I set checkboard = false and generate_map = true, the simulation screen doesn't generate a map. It only has a black screen, an unchart map?

I tried force to chart it in the init code block. That didn't fix it.

What happened?
I see black screen ...
by heyqule
Wed Nov 20, 2024 4:45 am
Forum: Modding interface requests
Topic: attack_target_mask and ignore_target_mask for other player combat entities
Replies: 0
Views: 205

attack_target_mask and ignore_target_mask for other player combat entities

I'm trying to add an invisible unit. Those 2 masks work great on turrets.

However, there is no way to make that work for player combat entities, e.g any friendly "unit" types, spidertron, gun, combat-robot etc. Friendly unit and spidertron can auto target the invisible unit. Adding trigger_target ...
by heyqule
Thu Nov 14, 2024 5:09 am
Forum: Duplicates
Topic: [2.0.17] Gleba enemies stay frozen when about to attack
Replies: 6
Views: 1058

Re: [2.0.17] Gleba enemies stay frozen when about to attack

Just for a note. It may be related to the unit pathing bug since 1.1.50. The bug ticket holder left before they could fix the bug.

viewtopic.php?f=29&t=101264
by heyqule
Mon Oct 28, 2024 5:15 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
Replies: 4
Views: 1317

Re: [2.0.11] Unit commands seems not behaving properly.

I added a few more tests to test other command. Flee and build base failed too. Using compound command with wandering, then go to location work fine.

Here are the updated tests.
https://drive.google.com/file/d/1jFh72I ... drive_link
by heyqule
Mon Oct 28, 2024 2:59 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
Replies: 4
Views: 1317

[StrangePan] [2.0.11] Unit commands seems not behaving properly.

In test case 1, the group does "attack area" command, but they are not attacking. The attack area has a rocket silo. The group went to the target area and then hit moving_state.stale . They did not attack the rocket silo and the group completed the command as "success" in on_ai_command_completed ...
by heyqule
Thu Jun 13, 2024 3:42 am
Forum: Modding interface requests
Topic: Allow "unit" type to teleport cross-surface
Replies: 1
Views: 436

Allow "unit" type to teleport cross-surface

https://lua-api.factorio.com/latest/classes/LuaControl.html#teleport

Only players, cars, and spidertrons can be teleported cross-surface. May you add "unit" type support?

I workaround it by destroying existing unit and recreating with the unit with same health on the other surface. Doing so have ...
by heyqule
Sun May 05, 2024 4:30 am
Forum: Mod portal Discussion
Topic: [Preview] Mod Portal: Weekly Highlights
Replies: 14
Views: 4183

Re: [Preview] Mod Portal: Weekly Highlights

I think each highlight row should only promote 1 mod from the same modder.

I noticed it often promote multiple mods from same modder. For example, this week's Great mods tagged with "Manufacturing" promotes 3 mods from the same modder.

I think having "1 mod from the same modder" filter should ...
by heyqule
Tue Jan 16, 2024 3:23 am
Forum: Modding interface requests
Topic: Ammo range modification
Replies: 11
Views: 2210

Re: Ammo range modification

You can set the max range for the projectiles under action delivery.

https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html


attack_parameters = {
ammo_type = {
category = "laser",
target_type = "entity",
action = {
type = "direct",
action_delivery = {
type = "projectile ...
by heyqule
Mon Jan 15, 2024 1:37 am
Forum: Modding help
Topic: defines.command.attack_area completes prematurely?
Replies: 0
Views: 362

defines.command.attack_area completes prematurely?

My mod uses defines.command.attack_area command. I noticed that the attack command seems finish prematurely. Like the biters attack a few time and the task is marked as finished. Majority of the buildings in the area are still standing. :?: :?:

Here is how it looks in action.
https://www.youtube ...
by heyqule
Fri Jan 05, 2024 12:56 am
Forum: Pending
Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Replies: 7
Views: 3986

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

AntiElitz's attachments are from vanilla build.

You can take a look his "bu greport stuck biters.zip" and other attachment.

The screencap was taken from his "bu greport stuck biters.zip" save. That save has replay. But it needs 1.1.56 build.
Capture.jpg
Capture.jpg (2.2 MiB) Viewed 1473 times
by heyqule
Tue Dec 26, 2023 11:47 pm
Forum: Not a bug
Topic: [1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.
Replies: 1
Views: 645

[1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.

What did you do?
I tried to run game.surface[1].request_to_generate_chunks({0,0}, 512) while working on my mods.

What happened?
That code ran, but the map generator get stuck and using significant resource which make the game not playable.

What did you expect to happen instead? It might be ...
by heyqule
Sat Dec 02, 2023 10:21 pm
Forum: Pending
Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Replies: 7
Views: 3986

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 ...

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