Search found 17 matches

by SilentCrim
Wed Jun 24, 2020 5:30 am
Forum: Modding discussion
Topic: EmmyLua API definitions
Replies: 0
Views: 917

EmmyLua API definitions

For modders using vscode's EmmyLua extension while modding (which I highly recommend), I parsed an annotation file for the Factorio Lua API. Thought I would share it for other modders to use if they wanted. Note that this definition file integrates truly with EmmyLua (unlike the Factorio API vscode ...
by SilentCrim
Mon Jun 01, 2020 8:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.28] Crash loading save, in lua
Replies: 6
Views: 1554

Re: [0.18.28] Crash loading save, in lua

Hi everybody! I'm the developer of the mod in question. Well, sort of anyway. I believe the mod in question is the (unofficially) deprecated version that a fan posted as a quick 0.18 update (link here) . I had been inactive for a while at the time, so they posted an update while waiting for the offi...
by SilentCrim
Mon Apr 22, 2019 12:50 pm
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

Re: [MOD 0.16] Ammo-Loader

Hm yeah I've noticed really long load times in 0.17 as well, but only when updating/changing mods. After saving the first time loading goes back to normal. I'll take another look but I have yet to see what's causing the issue. Unfortunately I'm tied up this week and don't have much time to work on i...
by SilentCrim
Sun Sep 02, 2018 2:59 pm
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

Re: [MOD 0.16] Ammo-Loader

I've just added this mod to my current save, or at least attempted to. I am getting an error on save load that is as follows. Error while applying migration: Ammo Loader+:v16_23.lua __ammo-loader__/migrations/v16_23.lua:5:attempt to index field 'ammo-loader-tech-ammo1' (a nil value) I suspect it is...
by SilentCrim
Sun Sep 02, 2018 3:51 am
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

Re: [MOD 0.16] Ammo-Loader

That's a strange one. It's probably due to the way the mod handles the global table disagreeing with Factorio's savegame serialization.

I just released a new version that's a much cleaner rewrite, so I would try upgrading first to see if that helps.
by SilentCrim
Mon May 21, 2018 9:21 pm
Forum: Mods
Topic: [MOD 0.16]Xagros's mods
Replies: 24
Views: 9515

Re: [MOD 0.16]Xagros's mods

What role do you want to play when you work together? I'd be most helpful on the coding side of things. I have experience in Lua (and server coding if it comes to that), am familiar with the factorio API, and have a good understanding of data model implementation and code organization. I won't be m...
by SilentCrim
Sat May 19, 2018 8:21 pm
Forum: Mods
Topic: [MOD 0.16]Xagros's mods
Replies: 24
Views: 9515

Re: [MOD 0.16]Xagros's mods

How's the playable biter mod coming along? I'd be happy to pitch in if you still need help (assuming you're still doing it).
by SilentCrim
Sat May 19, 2018 8:02 pm
Forum: Mods
Topic: Best gameplay-changing mods?
Replies: 4
Views: 3618

Re: Best gameplay-changing mods?

Best gameplay-changing mods? Hi there. Firstly I believe this post is in the wrong subforum, it should be here . As for your question, RSO is the most obvious mod that matches all your criteria. It changes the game in a subtle way but still manages to affect gameplay significantly. If Bob's and Ang...
by SilentCrim
Sat May 19, 2018 5:14 am
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

Re: [MOD 0.16] Ammo-Loader

I found more bugs i think: :D Awesome, I really appreciate your help with improving the mod. There is a new version out now that should address these issues. Bug 1: If you set the "Max items per slot" to something bigger than the maximum stack size of the item and max items per inventory ...
by SilentCrim
Wed May 16, 2018 2:14 am
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

Re: [MOD 0.16] Ammo-Loader

I placed down a fuel loader chest, dropped some fuel in it and the game crashed with the following message: Ok, there's a new version out that should hopefully fix the issue. I was never able to reproduce the problem on my end, but I think I identified the missing nil check, so hopefully that fixes...
by SilentCrim
Tue May 08, 2018 12:14 pm
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

Re: [MOD 0.16] Ammo-Loader

Damn and I thought everything seemed pretty stable. Regardless, thanks for taking the time to report the bug.

I'll see if I can take a look at it when I get off work. Most likely there's a nil check missing before I check if an entity has a burner inventory.
by SilentCrim
Sat May 05, 2018 6:10 am
Forum: Mods
Topic: [MOD 0.17.x] Ammo-Loader
Replies: 15
Views: 15785

[MOD 0.17.x] Ammo-Loader

Automated Ammo and Fuel Loader Mod Description: Less turret logistics, more dead aliens. This mod adds chests to automatically fill turrets and vehicles with ammo/fuel. Details: Name: ammo-loader Latest Release: 0.16.23, May 4, 2018 Factorio Version: 0.16 Download: Mod Portal License: GNU GPL v3 wi...
by SilentCrim
Mon Feb 05, 2018 1:28 am
Forum: Mods
Topic: [MOD 0.17] Configurable Underground Lengths
Replies: 4
Views: 3059

Re: [MOD 0.16.x] Configurable Underground Lengths

Tiers are determined by maximum length before my mod applies the configured changes. So if you, for example, have a mod that defines lowend underground belts shorter than yellow, they would become tier 1 and yellow/red/blue would become tier 2/3/4 (all subterranean underground belts would then be t...
by SilentCrim
Sun Feb 04, 2018 11:02 pm
Forum: Mods
Topic: [MOD 0.17] Configurable Underground Lengths
Replies: 4
Views: 3059

Re: [MOD 0.16.x] Configurable Underground Lengths

Excellent mod, already don't know how I lived without it. A couple of things to note. First is that the actual values of each tier of belt's max distance seems to correspond to the tier above it. E.g., if my settings look like this: UG belt - tier 1: 10 UG belt - tier 2: 20 UG belt - tier 3: 30 The ...
by SilentCrim
Mon Apr 10, 2017 12:00 am
Forum: Multiplayer
Topic: Modding MP Bugtesting
Replies: 5
Views: 1605

Re: Modding MP Bugtesting

Wow. Thanks a lot, that will be way easier :lol: . I've run multiple clients before while modding but it never even occurred to me that I could MP between them. This will make the whole process a lot faster. Thanks for the advice as well. I have tons of local variables because my experience in other...
by SilentCrim
Sun Apr 09, 2017 11:28 pm
Forum: Modding discussion
Topic: MP Mod Synchronization Utility
Replies: 1
Views: 1028

MP Mod Synchronization Utility

Hi all, I'm currently in the process of creating a Mod Manager of sorts that will allow users to activate/deactivate mods quickly to switch between servers or single player games as they wish. I know there is an older Modpack Manager that still works, but this program will have the specific use of s...
by SilentCrim
Sun Apr 09, 2017 11:07 pm
Forum: Multiplayer
Topic: Modding MP Bugtesting
Replies: 5
Views: 1605

Modding MP Bugtesting

Hi, I recently received a request on my mod page to make it multiplayer compatible. However, I have no way to bugtest my code changes as I have no friends (sad but true). I'm looking for anyone who might be willing to join a server with me for the sole purpose of bugtesting. This will probably mean ...

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