Search found 25 matches

by lux
Fri May 03, 2019 11:01 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 274024

Re: pY HighTech Discussion

immortal_sniper1 wrote: ↑Fri May 03, 2019 9:20 am WHY DONT PEOPLE WAIT FOR THE MODS TO BE FIXED AD JUST AFTER THAT UPDATE ?????
I can obviously downgrade to 0.17.34 as a workaround, however reporting issues seems helpful and appropriate.
by lux
Thu May 02, 2019 11:56 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 274024

Re: pY HighTech Discussion

The latest 0.17.35 broke pY HighTech. I am getting a "failed to load mods __pyhightech__/data-update.lua:114: source missing" error. Attached is a save with the mods I have enabled. Using factorio 0.17.35. Save was too big to attach, but it is available here: https://drive.google.com/open?...
by lux
Sat Apr 27, 2019 4:56 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1035
Views: 342235

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

I am getting the same error in assignid, item-subgroup with name 'slag-processing' does not exist slag-processing-nio I disabled pymods and have attached my mod list. Let me know if any other info is required. Thanks for making an awesome mod! alright ill look into as soon as i get this issue with ...
by lux
Sat Apr 27, 2019 4:09 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1035
Views: 342235

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

I am getting the same
error in assignid, item-subgroup with name 'slag-processing' does not exist slag-processing-nio
I disabled pymods and have attached my mod list. Let me know if any other info is required. Thanks for making an awesome mod!
by lux
Mon May 29, 2017 2:46 am
Forum: Modding help
Topic: [0.15.16] LuaEntity doesn't contain key 1.
Replies: 1
Views: 1084

[0.15.16] LuaEntity doesn't contain key 1.

77ish hours save was working fine on 0.15.10, but became unstable on 0.15.16, in particular when I placed a robochest down, it crashed. Log attached. 416.847 Error MainLoop.cpp:859: Exception at tick 17168485: Error while running event Factorissimo2::on_player_rotated_entity (ID 19) LuaEntity doesn'...
by lux
Wed Sep 28, 2016 8:56 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 214984

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

nqrott wrote:0.4.0 + Factorio 0.14.5 + Bobmods on mid game creating desync on opening the GUI in Multiplayer.
As of 0.14.9 there is a new issue, using this mod will cause massive order of magnitude slower load times
viewtopic.php?f=7&t=33497&p=210725#p210725
by lux
Wed Sep 28, 2016 8:54 am
Forum: Resolved Problems and Bugs
Topic: [0.14.9] Extreme load times after mod update
Replies: 2
Views: 1962

Re: [0.14.9] Extreme load times after mod update

Nevermind, we were able to pin point the problem to a specific mod "Advanced Logistics System". Disabling the mod prevented the massive load times.
by lux
Wed Sep 28, 2016 4:40 am
Forum: Resolved Problems and Bugs
Topic: [0.14.9] Extreme load times after mod update
Replies: 2
Views: 1962

[0.14.9] Extreme load times after mod update

After 15 hours, my load time massively increased from < 10 seconds to load to over 10 minutes. Here is the save file: https://drive.google.com/open?id=0B5nOHNH8We7WazVnMElBQ0VIcVU - 8 hours in, very fast load https://drive.google.com/open?id=0B5nOHNH8We7WUUsxQmNUZk9JaGc - 13 hours in, very slow load...
by lux
Mon Sep 19, 2016 5:46 am
Forum: Modding help
Topic: Trying to find a mod that changes the science pack 1 recipe
Replies: 4
Views: 1963

Re: Trying to find a mod that changes the science pack 1 recipe

I remember there was some stone gear wheel or something like that. Could it have been dytech Intermediates?
by lux
Sun Sep 18, 2016 8:02 pm
Forum: Ideas and Requests For Mods
Topic: Quantum Chests(chest that shares its content through worlds)
Replies: 17
Views: 6854

Re: Quantum Chests(chest that shares its content through worlds)

I have finally gotten around to it with some usable results. Currently, it only works for dedicated servers on windows that has nodejs installed. As it does not yet have a config file, there is quite a lot of manual setup work that has to be done, but I am working on creating a proper config. https...
by lux
Sun Sep 18, 2016 8:00 am
Forum: News
Topic: Friday Facts #156 - Massive Multiplayer
Replies: 42
Views: 28222

Re: Friday Facts #156 - Massive Multiplayer

Please allow us to use blueprints from the game startup. Or allow a research ASAP in the tech tree. Blueprints are not something for ROBOTS, but for PLAYERS. Robots merely happen to be able to build them faster. They will probably have to make blueprints available earlier in the game to support ear...
by lux
Sun Sep 18, 2016 7:58 am
Forum: News
Topic: Friday Facts #156 - Massive Multiplayer
Replies: 42
Views: 28222

Re: Friday Facts #156 - Massive Multiplayer

I really enjoyed watching that huge game. It inspired me to make a mod to prevent people from mining/rotating/shooting other people's stuff, not perfect, but check it out: https://mods.factorio.com/mods/lux/dont_touch_my_stuff

It is awesome that such large games even possible! Well done folks!
by lux
Sun Sep 18, 2016 6:06 am
Forum: Already exists
Topic: entity.id
Replies: 6
Views: 2763

entity.id

Hello, It would be nice to have a unique identifier for each entity, for example entity.id, similar to player.index. My current work around is to concat strings together like so: -- Return a string representing the unique entity id function entity_id(entity) if not entity then return nil end return ...
by lux
Sat Sep 17, 2016 5:56 pm
Forum: Modding help
Topic: shooting events
Replies: 2
Views: 1133

shooting events

Does anyone know if there are any lua events related to shooting? or being shot?

I am trying to modify friendly-fire damage values. The initial word on IRC was this was not possible, but wanted to confirm.
by lux
Wed Sep 14, 2016 3:25 am
Forum: Mod portal Discussion
Topic: it has to be said....
Replies: 24
Views: 10301

Re: it has to be said....

yeah its nice to talk about what different programming languages etc bud that is not the issue the game works and with adding a lot of new features without first completing old ones (or at least not the right way) makes for a cluster F in malfunctioning features which paying customers are not satis...
by lux
Sun Sep 11, 2016 7:55 pm
Forum: Mod portal Discussion
Topic: it has to be said....
Replies: 24
Views: 10301

Re: it has to be said....

yeah its nice to talk about what different programming languages etc bud that is not the issue the game works and with adding a lot of new features without first completing old ones (or at least not the right way) makes for a cluster F in malfunctioning features which paying customers are not satis...
by lux
Sat Sep 10, 2016 6:58 am
Forum: Mod portal Discussion
Topic: it has to be said....
Replies: 24
Views: 10301

Re: it has to be said....

Or how about no? I don't see a reason why anyone should use PHP for anything. There is nothing wrong with PHP. Every language has quirks and issues. Don't go dismissing a language because you don't like it. :/ Actually there is a big problem: "In 2013, 9% of all vulnerabilities listed by the N...
by lux
Sat Sep 10, 2016 5:29 am
Forum: Modding help
Topic: cursor position
Replies: 6
Views: 6006

Re: cursor position

Create an item prototype with no place_result (entity). just the item and recipe.[/code] Ah ha, can_place_entity was what I was missing, thanks! You can also find non colliding positions within a given area if that's any use? find_non_colliding_position looks incredibly useful! I will use this as w...
by lux
Fri Sep 09, 2016 4:29 am
Forum: Modding help
Topic: cursor position
Replies: 6
Views: 6006

Re: cursor position

Excellent, thank you aubergine18 and Nexela both, player.selected seems to solve b. If you exand the details of your workaround with what you are trying to accomplish we might be able to come up with some ideas to help you. I was trying to get the cursor position to teleport a player to that positio...
by lux
Thu Sep 08, 2016 4:10 am
Forum: Modding help
Topic: cursor position
Replies: 6
Views: 6006

cursor position

Hello, I am working on a mod and that needs to access two things: a) the position of the player's cursor b) the placed entities under the player's cursor I have struggled to get this working. In regards to a), the player's cursor, I did look at http://lua-api.factorio.com/latest/LuaPlayer.html#LuaPl...

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