Search found 11 matches

by Musical_tanks
Wed Jan 09, 2019 2:56 am
Forum: Modding help
Topic: silo_script causing server problems?
Replies: 4
Views: 2505

Re: silo_script causing server problems?

perfect thank you!

I'll send out an update tomorrow with the new code
by Musical_tanks
Mon Jan 07, 2019 11:42 pm
Forum: Modding help
Topic: silo_script causing server problems?
Replies: 4
Views: 2505

silo_script causing server problems?

I made the Expanded Rocket payload mod https://mods.factorio.com/mod/expanded-rocket-payloads I have gotten a bug pop up from one of the users of my mod https://mods.factorio.com/mod/expanded-rocket-payloads/discussion/5be763f1ce17a4000b5871c0 They say: Once I shot my first one into space, the serve...
by Musical_tanks
Wed Sep 26, 2018 11:43 pm
Forum: Modding help
Topic: Help with Control.lua Re: Rocket Launch
Replies: 11
Views: 3451

Re: Help with Control.lua Re: Rocket Launch

Ok so I think I have managed to kill the message, here is what I did. script.on_event(defines.events.on_rocket_launched, function(event) local rocket = event.rocket if rocket.get_item_count("satellite") < 1 then remote.call("silo_script", "set_show_launched_without_satellite...
by Musical_tanks
Wed Sep 26, 2018 10:50 am
Forum: Modding help
Topic: Help with Control.lua Re: Rocket Launch
Replies: 11
Views: 3451

Re: Help with Control.lua Re: Rocket Launch

Dang that still doesn't work for me Here is what I have script.on_event(defines.events.on_tick, disable_no_satellite_launch_message) local function disable_no_satellite_launch_message() if remote.interfaces["silo_script"] then remote.call("silo_script", "set_show_launched_wi...
by Musical_tanks
Wed Sep 26, 2018 1:05 am
Forum: Modding help
Topic: Help with Control.lua Re: Rocket Launch
Replies: 11
Views: 3451

Re: Help with Control.lua Re: Rocket Launch

Still having problems, I have 1 save where there are no warning messages ever even if I reduce the enabled mods down to my own (i think some other mods disabled the messages). Then I have another older save I added my mod to and that is what I have been using as the control which gets the warning me...
by Musical_tanks
Tue Sep 25, 2018 11:34 pm
Forum: Modding help
Topic: Help with Control.lua Re: Rocket Launch
Replies: 11
Views: 3451

Re: Help with Control.lua Re: Rocket Launch

changed to

Code: Select all

local function disable_no_satellite_launch_message()
    if remote.interfaces["silo_script"] then
        remote.call("silo_script", "set_show_launched_without_satellite", false)
    end
end
still not working for me :/
by Musical_tanks
Tue Sep 25, 2018 9:52 pm
Forum: Modding help
Topic: Help with Control.lua Re: Rocket Launch
Replies: 11
Views: 3451

Help with Control.lua Re: Rocket Launch

Hello i recently released a mod that adds new payloads for the rocket silo, I have run into a problem with the control.lua in that I can't disable the 'launched without rocket' message (https://i.imgur.com/kOuOFLi.jpg). (mod: https://mods.factorio.com/mod/expanded-rocket-payloads) I have tried sever...
by Musical_tanks
Sat Sep 01, 2018 4:29 pm
Forum: Modding help
Topic: Help with making an entity non-rotateble
Replies: 4
Views: 1951

Re: Help with making an entity non-rotateble

It worked, thank you both!
by Musical_tanks
Sat Sep 01, 2018 3:59 pm
Forum: Modding help
Topic: Help with making an entity non-rotateble
Replies: 4
Views: 1951

Help with making an entity non-rotateble

Hello I am making a mod and I am having trouble with one item in the code specifically, this one https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.rotatable I want to make my entity non-rotatable because its not square and the collision box gets funny (https://i.imgur.com/dOdGQjc.jpg), bu...
by Musical_tanks
Sun Dec 24, 2017 3:08 am
Forum: Duplicates
Topic: [0.16.7] Sideloading belts not rendering in Blueprints
Replies: 1
Views: 964

[0.16.7] Sideloading belts not rendering in Blueprints

I was trying to duplicate my train offloading setup when I noticed one of the belts wasn't rendering. Its fine in the blueprint editor screen, but when I try to place it in the world it bugs out. Here is an album of the bug, you can see the belt being sideloaded after the three splitters is missing ...
by Musical_tanks
Sun May 28, 2017 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [15.16] [Harkonnen] Deconstruction Planner bug on exiting map-mode
Replies: 1
Views: 2190

[15.16] [Harkonnen] Deconstruction Planner bug on exiting map-mode

I am not 100% Sure this is a bug but it confused the heck out of me and someone on reddit recommended I report it. If you have the deconstruction planner out and are selecting an area to be cleared out in map-mode and you exit map-mode the deconstruction planner will remain tethered to its original ...

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