Search found 50 matches
- 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 "...
- 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.
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.

- 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.
- 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...
- 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. 

- 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. 

- 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.
That option works fine on 1.1.80 build tho.
- 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...
- 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...
- 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%
NVM... It freeze as I posted this.
- 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.
- 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...
- 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...
- 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.
- 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....
- 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...
- 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...
- Thu Sep 01, 2022 12:18 am
- Forum: Ideas and Requests For Mods
- Topic: Fireworks Rocket
- Replies: 2
- Views: 784
- 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.
It seems something odd with the standalone instance I use for dev. I had to re-download it and it worked.
- 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...