Search found 119 matches

by XaLpHa89
Thu May 19, 2022 8:42 am
Forum: Multiplayer / Dedicated Server
Topic: Multiple instances - are there any side effects if I delete .lock?
Replies: 6
Views: 505

Re: Multiple instances - are there any side effects if I delete .lock?

I am mostly in favor of using a config file since you have to allocate a separate directory anyway, there are no strong reasons preventing you from having multiple config files anyway. The ability to specify separately some of the paths was added in 0.18.29, while the --mod-directory is an override...
by XaLpHa89
Thu May 19, 2022 8:18 am
Forum: Modding discussion
Topic: Event.on_entity_damaged triggered by a land mine
Replies: 1
Views: 227

Event.on_entity_damaged triggered by a land mine

I would like to show the damage when a player walks over a land mine. Only the Event.on_entity_damaged is not triggered. What can I do? Use of other mods not desired. Can you please change the animation, it's always very weird when you're stuck by a land mine. local function script_event_on_entity_d...
by XaLpHa89
Wed May 18, 2022 5:05 pm
Forum: Multiplayer / Dedicated Server
Topic: Multiple instances - are there any side effects if I delete .lock?
Replies: 6
Views: 505

Re: Multiple instances - are there any side effects if I delete .lock?

Thank you for your detailed reply. I have now created a second config. Just as there is a --mod-directory parameter, I would like a --server-directory parameter. Does that make sense, would it be possible? Or for all a separate parameter? --server-directory --mod-directory --save-directory --archive...
by XaLpHa89
Wed May 18, 2022 6:01 am
Forum: Multiplayer / Dedicated Server
Topic: Multiple instances - are there any side effects if I delete .lock?
Replies: 6
Views: 505

Re: Multiple instances - are there any side effects if I delete .lock?

There is this one: https://forums.factorio.com/viewtopic.php?p=471804#p471804 I have now added the parameter "--no-log-rotation". It would be better to switch off the log completely, is that possible? How much is the content in "factorio\temp\currently-playing" affected? Can the...
by XaLpHa89
Tue May 17, 2022 9:09 am
Forum: Multiplayer / Dedicated Server
Topic: Multiple instances - are there any side effects if I delete .lock?
Replies: 6
Views: 505

Multiple instances - are there any side effects if I delete .lock?

I've successfully started multiple servers with and without mods, just deleting the ".lock" file. Are there any side effects I'm missing? screen -dmSU "screen.window.factorio.instance_1"; \ screen -S "screen.window.factorio.instance_1" -p 0 -X stuff " /opt/factorio...
by XaLpHa89
Tue May 17, 2022 8:53 am
Forum: Modding discussion
Topic: Steam start parameter --mod-directory mods
Replies: 0
Views: 148

Steam start parameter --mod-directory mods

### Default path to the factorio mods directory. [WINDOWS] + [R] %appdata%\Factorio\mods ### But you are forced to copy the complete path. --mod-directory C:\Users\USERNAME\AppData\Roaming\Factorio\mods ### It would be nice if you could just use the word "mods", which would then be created...
by XaLpHa89
Thu Apr 28, 2022 9:21 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 700

Re: [1.1.57] Achievements are flawed

99 is not 100! This is known, if you can reproduce it post steps that do. Of course it would be nice to know the steps. But I'm a bit annoyed that it was simply classified as "Not a Bug". It's clearly a bug, just not easy to find. I can only get a small stone rolling, the main work you ha...
by XaLpHa89
Thu Apr 28, 2022 12:44 am
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 700

Re: [1.1.57] Achievements are flawed

99 is not 100!
by XaLpHa89
Wed Apr 27, 2022 11:26 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 700

Re: [1.1.57] Achievements are flawed

A
by XaLpHa89
Wed Apr 27, 2022 10:41 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 700

Re: [1.1.57] Achievements are flawed

A
by XaLpHa89
Wed Apr 27, 2022 10:25 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 700

[1.1.57] Achievements are flawed

For several years I had completed 100% of the achievements. After helping some friends build a train within 90 minutes a few days ago. The achievements have now been reset and are even displayed incorrectly. See screenshot 99/100. How is that possible?
20220425212908_1.jpg
20220425212908_1.jpg (520.67 KiB) Viewed 700 times
by XaLpHa89
Wed Apr 27, 2022 8:09 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.57] I can't set server password via /config
Replies: 1
Views: 644

[1.1.57] I can't set server password via /config

I had forgotten to set a server password in the server-settings.json, so I wanted to set one via /config, only changing the password is not accepted. Where is the save button?
20220427215530_1.jpg
20220427215530_1.jpg (87.52 KiB) Viewed 644 times
by XaLpHa89
Sun Apr 03, 2022 10:18 am
Forum: Ideas and Suggestions
Topic: Vehicle fuel gauge
Replies: 5
Views: 490

Re: [1.1.53] Vehicle fuel gauge

ssilk wrote: ↑
Sun Apr 03, 2022 4:07 am
https://mods.factorio.com/mod/Fill4Me
I play without mods. What you can see in the screenshot is a custom vanilla scenario.
by XaLpHa89
Sat Apr 02, 2022 12:05 pm
Forum: Ideas and Suggestions
Topic: Vehicle fuel gauge
Replies: 5
Views: 490

Vehicle fuel gauge

I use vehicles a lot and I'm always annoyed when I forget to fill up with fuel. Could you please include a fuel gauge? Look at the wood in the screenshot.
20220402135725_1.jpg
20220402135725_1.jpg (326.17 KiB) Viewed 490 times
by XaLpHa89
Thu Jan 27, 2022 9:11 pm
Forum: Modding help
Topic: [1.1.53] LuaSurface.set_tiles and remove_colliding_entities
Replies: 2
Views: 523

Re: [1.1.53] LuaSurface.set_tiles and remove_colliding_entities

posila wrote: ↑
Thu Jan 27, 2022 9:15 am
Corpse/remnant have empty default collision mask, which means they don't collide with anything.
That's what I thought, so that the set_tiles function is all-encompassing, I would like a new parameter that can also be used to exchange non-colliding objects. Does it make sense?
by XaLpHa89
Wed Jan 26, 2022 9:12 pm
Forum: Modding help
Topic: [1.1.53] LuaSurface.set_tiles and remove_colliding_entities
Replies: 2
Views: 523

[1.1.53] LuaSurface.set_tiles and remove_colliding_entities

In the screenshot you can see that the destroyed chests have not been removed. I'm of the opinion that this should actually be done with the remove_colliding_entities parameter?

LuaSurface.set_tiles
20220126033453_1.jpg
20220126033453_1.jpg (429.67 KiB) Viewed 523 times
by XaLpHa89
Fri Aug 06, 2021 9:10 pm
Forum: Modding help
Topic: Player Alliance Color
Replies: 4
Views: 640

Re: Player Alliance Color

Koub wrote: ↑
Mon Jul 19, 2021 5:29 am
[Koub] Moving this to modding help. If it comes out that it's currently not doable, I'll move it to modding interface requests.
Status?
by XaLpHa89
Mon Jul 19, 2021 7:32 pm
Forum: Modding interface requests
Topic: Cannot change the color of an entity
Replies: 3
Views: 710

Cannot change the color of an entity

I can't change the color of a turret, but I can change the color of a character. Why can't I assign a new color to a turret? /c game.permissions.get_group( 'Default' ).set_allows_action( defines.input_action.set_entity_color, true ) /c game.permissions.get_group( 'Default' ).set_allows_action( defin...
by XaLpHa89
Mon Jul 19, 2021 6:25 pm
Forum: Modding interface requests
Topic: drawing.draw_text != fog_of_war [new API parameter]
Replies: 3
Views: 774

Parameter draw_on_fog

I think lines are always not drawn in FoW, so not sure why it's different (if it is). Lines can be drawn on top of entities and below, is it the same for text? Does that alter how text is affected for FoW maybe? Just throwing guesses out of things I would test. Your thoughts were correct, with the ...
by XaLpHa89
Sun Jul 18, 2021 5:15 pm
Forum: Modding interface requests
Topic: drawing.draw_text != fog_of_war [new API parameter]
Replies: 3
Views: 774

drawing.draw_text != fog_of_war [new API parameter]

Drawing does not disappear in the fog of war. Is there an option that I have so far overlooked to turn off the drawing in the fog? /c rendering.draw_text( { text = game.player.selected.force.name, target = game.player.selected, target_offset = { 0, - 3.7 }, surface = game.player.surface, color = { r...

Go to advanced search