There are several ones: https://mods.factorio.com/search?query= ... =relevancyAre there any options or mods where you can team up with other players by inviting them?
Search found 115 matches
- Mon Sep 23, 2024 2:25 pm
- Forum: Maps and Scenarios
- Topic: PvP faction war
- Replies: 2
- Views: 2451
Re: PvP faction war
- Fri Dec 15, 2023 11:28 am
- Forum: Multiplayer
- Topic: 2 player Wave Defense Factorio Scenario/mod
- Replies: 2
- Views: 1847
Re: 2 player Wave Defense Factorio Scenario/mod
There are many such mods, scenarios.
https://mods.factorio.com/mod/m-towerdefense
https://mods.factorio.com/mod/JailBreak
https://mods.factorio.com/mod/team_competition
https://mods.factorio.com/mod/BiterCraft (it's wave defense too)
https://mods.factorio.com/mod/td-mode (not really playable in ...
https://mods.factorio.com/mod/m-towerdefense
https://mods.factorio.com/mod/JailBreak
https://mods.factorio.com/mod/team_competition
https://mods.factorio.com/mod/BiterCraft (it's wave defense too)
https://mods.factorio.com/mod/td-mode (not really playable in ...
- Tue Sep 26, 2023 8:11 pm
- Forum: Pending
- Topic: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."
- Replies: 2
- Views: 951
- Thu Aug 17, 2023 9:23 am
- Forum: Modding interface requests
- Topic: Event for trying to place a blueprint.
- Replies: 3
- Views: 2266
Re: Event for trying to place a blueprint.
I have performance issues with on_built_entity and on_pre_build in multiplayer.
set_event_filter isn't solution because my filters are too big, and some mods/scenarios don't need filters and blueprints can cause too many events for short time.
I don't know any way to limit blueprints partially ...
set_event_filter isn't solution because my filters are too big, and some mods/scenarios don't need filters and blueprints can cause too many events for short time.
I don't know any way to limit blueprints partially ...
- Fri Aug 11, 2023 8:19 am
- Forum: Pending
- Topic: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."
- Replies: 2
- Views: 951
[1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."
I saved a game on a server, the game crashed for me during/after saving.
(I loaded the save without any issues after that
(I loaded the save without any issues after that
- Fri Jun 16, 2023 5:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Teleport items from chest to chest - Telelogistics?
- Replies: 5
- Views: 4171
- Tue Nov 08, 2022 5:41 pm
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Welp, I hope I understand it properly now, otherwise I'll write about it here again.
- Tue Nov 08, 2022 5:21 pm
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Sure, I mean this is a more specific case from the individual mod perspective, because the mod didn't change actually for itself since script.on_init happened for the mod already in the same situation. (I don't want to remove the data for other mods/scenarios)
- Tue Nov 08, 2022 11:09 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Why is it allowed to happen on_configuration_changed after on_init for the same mod?
- Tue Nov 08, 2022 10:51 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Never mind, the mod data were changed on on_configuration_changed event, but commands were added already. Case closed, probably.
- Tue Nov 08, 2022 10:20 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Hm, it seems like something is wrong with useful_book's data, but I'm not sure how it happened. I'll recheck it again later.
- Tue Nov 08, 2022 10:08 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Never mind, it did happen, I'm kinda confused even more because I did the same action, and it worked fine in singleplayer.
1. That server disabled useful_book_0.20.3
2. Saved it
3. Loaded it
4. Saved it
5. Enabled useful_book_0.20.3
6. Loaded it
7. Other players can't join now because of the error ...
1. That server disabled useful_book_0.20.3
2. Saved it
3. Loaded it
4. Saved it
5. Enabled useful_book_0.20.3
6. Loaded it
7. Other players can't join now because of the error ...
- Tue Nov 08, 2022 9:52 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Alright, I have no idea what had been happening. I'll let you know if the case will occur yet again.
- Tue Nov 08, 2022 9:45 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Tue Nov 08, 2022 9:28 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Tue Nov 08, 2022 9:24 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
This is mine, multiplayer (not re-registered the commands) -> singleplayer (fine) + saved -> loaded the save (fine)
- Tue Nov 08, 2022 9:11 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
You're right. However, I'm getting more and more confused.
30.985 Error ClientMultiplayerManager.cpp:1198: useful_book was registered for the following commands when the map was saved but has not re-registered them as a result of loading: candran and tl
30.985 Error ClientMultiplayerManager.cpp:99 ...
30.985 Error ClientMultiplayerManager.cpp:1198: useful_book was registered for the following commands when the map was saved but has not re-registered them as a result of loading: candran and tl
30.985 Error ClientMultiplayerManager.cpp:99 ...
- Tue Nov 08, 2022 6:55 am
- Forum: Not a bug
- Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
- Replies: 14
- Views: 3036
[1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Expected:
New commands during/after script.on_init and script.on_load using commands.add_command
Code:
function add_commands()
commands.add_command("test", 'test', function()
game.print("test")
end)
end
script.on_init(add_command)
script.on_load(add_command)
Steps to reproduce ...
New commands during/after script.on_init and script.on_load using commands.add_command
Code:
function add_commands()
commands.add_command("test", 'test', function()
game.print("test")
end)
end
script.on_init(add_command)
script.on_load(add_command)
Steps to reproduce ...
- Mon Jun 20, 2022 5:20 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 2386
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Well, I always thought when a player with a character respawns, then the one has a corpse in most cases, so it's another case that I didn't count.
So, I have to make a little fix with LuaRendering to avoid visual bugs because of my assumption in some events.

So, I have to make a little fix with LuaRendering to avoid visual bugs because of my assumption in some events.

- Mon Jun 20, 2022 4:29 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 2386
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
:)
Anyway, it doesn't seem to be important, but I guess it's possible to create unintentionally a character in events by mods in some cases.
Code: Select all
/c game.player.character.die() game.player.ticks_to_respawn = nil game.player.ticks_to_respawn = 10