Search found 47 matches

by SilverB1rd
Wed Jun 21, 2017 5:25 pm
Forum: Multiplayer
Topic: [Server] Community Blueprint Bank!
Replies: 7
Views: 3837

Re: [Server] Community Blueprint Bank!

Over 200 unique players have connected to the server, with thousands of blueprints now stored in the bank!
by SilverB1rd
Mon Jun 05, 2017 10:27 pm
Forum: Multiplayer
Topic: [Server] Community Blueprint Bank!
Replies: 7
Views: 3837

Re: [Server] Community Blueprint Bank!

See my sign. You can find vanilla scenario with creative chests. You don't need to use mods with it. Nice darkfrei. However some of the advanced magic wand options from the creative mode mod are not possible in a scenario format because they requires new entity types. This server uses the same setu...
by SilverB1rd
Mon Jun 05, 2017 9:15 pm
Forum: Multiplayer
Topic: [Server] Community Blueprint Bank!
Replies: 7
Views: 3837

Re: [Server] Community Blueprint Bank!

lackyb wrote:Really nice idea and I've been on the server. Only comment would be to have the creative mode mod but other than that, nice!
Creative mode mod has some nice features, however my aim is to keep the server compatible with vanilla factorio.

Glad you liked the server!
by SilverB1rd
Wed May 31, 2017 9:13 pm
Forum: Multiplayer
Topic: [Server] Community Blueprint Bank!
Replies: 7
Views: 3837

[Server] Community Blueprint Bank!

http://i.imgur.com/8UHlMRm.png Announcing the Community Blueprint Bank server! Browse, Build, and Share on this custom multiplayer server! Features: * Four test zones, with ores, water, and auto cleanup for building and testing blueprints! * Browse and Share Blueprints Ingame! * Easy construction w...
by SilverB1rd
Thu May 25, 2017 2:27 am
Forum: Won't implement
Topic: Allow on_pre events to return false and abort the event
Replies: 7
Views: 3367

Re: Allow on_pre events to return false and abort the event

http://i.imgur.com/LC0NSus.png When trying to build a new entity in a location that is not valid, like a furnace on top of belts, the game stops the player from building the object. I don't know if this concept really applies to on_pre or on_put_item events. However something like on_validate_entit...
by SilverB1rd
Wed May 24, 2017 6:22 am
Forum: Already exists
Topic: on_player_pre_built
Replies: 5
Views: 1866

Re: on_player_pre_built

a pre build event with the option to cancel the placement would be extremely useful for custom scenarios where you want to restrict where the player can build. I'm currently do this with script.on_event(defines.events.on_built_entity, function(event) local player = game.players[event.player_index] l...
by SilverB1rd
Sat May 20, 2017 5:59 am
Forum: Not a bug
Topic: [0.15.12] Find_entities_filtered does not find fire or smoke
Replies: 3
Views: 1101

[0.15.12] Find_entities_filtered does not find fire or smoke

This code will return fire and smoke entities when they are within the search area local pos = entity.position local size = 5 local area = {{pos.x -size, pos.y-size},{pos.x +size, pos.y+size}} local flames = entity.surface.find_entities(area) for _, f in pairs(flames) do log(f.type) end This code do...
by SilverB1rd
Mon May 15, 2017 5:45 pm
Forum: Modding help
Topic: Scenario: Reveal map at start?
Replies: 1
Views: 1797

Scenario: Reveal map at start?

I'm working on a modified version of the wave defense scenario. I would like show the map the start of the game. I was trying different variants of the chart functions and the only one I was able to get working was script.on_init(function() ... game.forces["player"].chart(game.surfaces[1],...
by SilverB1rd
Sun May 14, 2017 7:55 pm
Forum: Not a bug
Topic: Modded blueprints gets destroyed by non-modded games
Replies: 5
Views: 2385

Re: Modded blueprints gets destroyed by non-modded games

This was discussed during the blueprint library development and the current implementation was decided on. That means if you load a game anything in the blueprint storage that doesn't exist in the game is removed. oh wow, that is a big ouch when you can lose hours, days, or weeks of work because yo...
by SilverB1rd
Mon May 08, 2017 4:56 am
Forum: Resolved Problems and Bugs
Topic: [0.15.9] Starting Scenario: Value must be a list or ...
Replies: 2
Views: 2461

[0.15.9] Starting Scenario: Value must be a list or ...

Working on a custom scenario, create game fails with Error AppManager.cpp:421: Value must be a list or dictionary in property tree at ROOT Can start the stock wave defense scenario no problem. Probably something wrong with my code, but can't figure out whats wrong by this error message. 0.038 2017-0...
by SilverB1rd
Thu May 04, 2017 9:20 pm
Forum: Modding help
Topic: force charactor bonuses apply to bitters?
Replies: 0
Views: 566

force charactor bonuses apply to bitters?

Do the force bonuses

character_running_speed_modifier
character_health_bonus
set_ammo_damage_modifier
set_gun_speed_modifier
set_turret_attack_modifier

apply to bitters?

Working on a wave defense map and looking for more levers to tweak as the wave difficulty increases.
by SilverB1rd
Tue May 02, 2017 10:21 pm
Forum: Minor issues
Topic: [0.15.X] Sound overlapping while dragging conrete/ landfill
Replies: 4
Views: 2351

Re: [0.15.X] Sound overlapping while placing conrete/ landfill

I think he is talking about clicking and dragging. I can attest to the major noise spam that happens when placing while rapidly dragging.
by SilverB1rd
Tue May 02, 2017 8:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
Replies: 6
Views: 3789

Re: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"

deleted, and validated, still crashes. additional steps, Mark are server as favorite, set search to show that server, wait. 0.001 2017-05-02 14:05:27; Factorio 0.15.6 (build 29362, win64, steam) 0.001 Operating system: Windows 10 (build 15063) 0.001 Program arguments: "C:\Games\steamapps\common...
by SilverB1rd
Tue May 02, 2017 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
Replies: 6
Views: 3789

Re: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"

Verify integrity of game files found no issues.

the first time I had the issue was with 15.4
by SilverB1rd
Tue May 02, 2017 4:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"
Replies: 6
Views: 3789

[0.15.6] Error in server browser: ".../favourite.png couldn't be loaded"

Reproduction steps: 1) open server browser, enter letter a in search box 2) wait 3) crash with Error Util.cpp:58: Sprite "C:/Games/steamapps/common/Factorio/data/core/graphics/favourite.png" couldn't be loaded 0.001 2017-05-02 09:49:15; Factorio 0.15.6 (build 29362, win64, steam) 0.001 Ope...
by SilverB1rd
Tue May 02, 2017 3:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Toggle Constant Combinator in map editor crash
Replies: 1
Views: 786

[0.15.6] Toggle Constant Combinator in map editor crash

Steps to reproduces: 1) Open new map in map editor 2) place constant combintor 3) open constant combinator gui 4) Click off 5) crash 0.001 2017-05-02 09:41:08; Factorio 0.15.6 (build 29362, win64, steam) 0.001 Operating system: Windows 10 (build 15063) 0.001 Program arguments: "C:\Games\steamap...
by SilverB1rd
Mon May 01, 2017 4:16 am
Forum: Modding help
Topic: Spawn explosion?
Replies: 0
Views: 730

Spawn explosion?

I've been looking for a way to spawn explosions on the map. I've been able to spawn projectiles like this surface.create_entity{name="cluster-genade", position=targetPosition, force=game.forces.enemy, target=target, speed=0.0} However, I'm not looking to launch a projectile, I'd rather jus...
by SilverB1rd
Sat Apr 29, 2017 4:21 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.3] Can't load base scenarios with headless
Replies: 6
Views: 3237

Re: Setup for Headless Wave Defense Scenario

After trying a few variations myself I checked with Process Monitor and it seems to only look into the user scenarios folder (%appdata%\Factorio\scenarios or with headless/zip wherever you extracted it to). It will work correctly with your command line if you copy the wave-defense scenario from Fac...
by SilverB1rd
Sat Apr 29, 2017 7:14 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.3] Can't load base scenarios with headless
Replies: 6
Views: 3237

[Oxyd] [0.15.3] Can't load base scenarios with headless

Hello, I'm trying to setup a headless server to run the wave defense scenario. I'm trying to launch the server with (left off the standard server config stuff in this example) .\bin\x64\factorio.exe --start-server-load-scenario wave-defense but I keep getting The scenario does not contain control.lu...
by SilverB1rd
Wed Apr 26, 2017 3:56 pm
Forum: Ideas and Suggestions
Topic: Productivity Modules: Better bonus calculation
Replies: 4
Views: 1497

Re: Productivity Modules: Better bonus calculation

Ranakastrasz wrote:Actually, its the other way around, Mods have to ENABLE compatibility with the productivity modules.


But yes, I agree.
ah, thanks! reworded to account for that.

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