Search found 11 matches

by Helldragger
Tue Feb 26, 2019 9:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] unexpected crash in early game
Replies: 2
Views: 550

[0.17.0] unexpected crash in early game

What did you do? We just played at approx 10 players normally What happened? The game crashed in the 10-15 first minutes, we couldn't determine the origin of the crash experimentally, sorry What did you expect to happen instead? It might be obvious to you, but do it anyway! We just played normally
by Helldragger
Sat Jan 26, 2019 1:30 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix
Replies: 4
Views: 1943

Re: [Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix

True pikachu is right, just specifying the canonical version when creating aliases should be enough, this way you could even only specify the help string for a specific command once, for the canonical one Specifying the canonical as Add_command("canonical name", "help string", fu...
by Helldragger
Fri Jan 25, 2019 4:30 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix
Replies: 4
Views: 1943

[Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix

I'm making a mod making full use of the custom command system, so I registered a bunch of custom command with a unique prefix to avoid mod incompatibilities: universe-<command> When I try to autocomplete my commands though, only one is shown at first, universe-make-leader https://media.discordapp.ne...
by Helldragger
Fri Dec 07, 2018 12:58 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 22107

Re: Friday Facts #272 - Mod GUI

I agree with the above sentimebt, the major problem with the modding gui is not the way we can activate or deactivate them, it's the fact we need to manually create separate mods directories to keep a specific version of the same mods in separate modpacks. The mockup is sexy though, but auto depende...
by Helldragger
Tue Apr 17, 2018 7:57 pm
Forum: Ideas and Suggestions
Topic: Adding two new "each_red" and "each_green" input signal
Replies: 1
Views: 463

Adding two new "each_red" and "each_green" input signal

Hello, I'm struggling with a problem when building a micro controller in Factorio concerning array - to - array multiplications and divisions, Because I need each red signal to be assiciated to their equivalent green signal for it to work. Unfortunately there is only a each signal which combine the ...
by Helldragger
Tue Dec 19, 2017 8:12 pm
Forum: Pending
Topic: biters crashed during their assault
Replies: 1
Views: 618

biters crashed during their assault

0.16.04 the bters crashed dduring their asault just after breaking the wall of the north part of the base
by Helldragger
Thu Dec 14, 2017 2:04 am
Forum: Bob's mods
Topic: Why not do Bob's mods the right way?
Replies: 24
Views: 19888

Re: Why not do Bob's mods the right way?

Ooooh I remember seeing this tree for bob and angel which happen to show which product can be transformed to other product et caetera et catera: (warning it's big) https://i.imgur.com/2ipvCLr.png By itself it's monstruously complicated (as it should :D), but when you look at a specific product it ca...
by Helldragger
Thu Aug 10, 2017 10:17 pm
Forum: Modding help
Topic: Can't get to access to the area an entity is covering
Replies: 3
Views: 956

Re: Can't get to access to the area an entity is covering

OMG I am so so so stupid, I tried Nexela approach before and got a nil because I used regular indexes instead of the x and y key values... Thanks to both of you for your quick and helpful answers, kudos to both of you! It works! :P Let's see if I can make biomes more interesting now! Edit: btw, than...
by Helldragger
Thu Aug 10, 2017 3:38 pm
Forum: Modding help
Topic: Can't get to access to the area an entity is covering
Replies: 3
Views: 956

Can't get to access to the area an entity is covering

I need to access to the area tiles an entity will take when built, and I can't get to find a way to get the entity size in my event handler, I tried to use the collision_box property but it returns a () instead of a bounding_box, I also tried to use the tile_width and tile_height properties but cann...
by Helldragger
Wed Jul 12, 2017 5:48 pm
Forum: Duplicates
Topic: deadlocked blueprint transfer on this save
Replies: 3
Views: 1208

deadlocked blueprint transfer on this save

Hello, I might have found a bug, I can't replicate it unfortunately. We can't transfer any blueprint, the bug seems to have occured while multiple players transfered other players bp at the same time, and the deadlock is saved in the file, and we can't resume/restart any transfer when reloading the ...
by Helldragger
Mon May 15, 2017 11:23 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 138229

Re: Modular Extensible PnP Factory

Oy dee! thanks for sharing this design, I'm trying to tinker it a little but I'd also love a new link to your savefile to examine further your designs :P
Cheers fellow factorian :D

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