Search found 5032 matches

by Klonan
Fri Dec 02, 2022 6:32 am
Forum: Modding interface requests
Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
Replies: 3
Views: 456

Re: Add efficient method for damaging (or killing) LuaEntities from the lua API

The biters don't spawn particles if they are damaged by 'fire' damage type, if the script uses this type to do the damage it will not spawn the particles.

Mods can also add other damage types to the `damage_type_filters` in the particle trigger effects to also filter with those ones.
by Klonan
Mon Nov 28, 2022 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.72] dropdown style not supporting all font_color types
Replies: 2
Views: 326

Re: [Klonan] [1.1.72] dropdown style not supporting all font_color types

Thanks for the report,

It is fixed for the next release
by Klonan
Sun Nov 27, 2022 8:22 pm
Forum: Modding discussion
Topic: Priority of loading mods
Replies: 2
Views: 124

Re: Priority of loading mods

SLywnow wrote:
Sun Nov 27, 2022 8:12 pm
automatically load all the mods from dependencies before the mod.
Its a great idea! Actually its what we already do :D
by Klonan
Mon Nov 21, 2022 10:13 am
Forum: Technical Help
Topic: Cannot log out of my factorio.com account on Switch
Replies: 2
Views: 191

Re: Cannot log out of my factorio.com account on Switch

Hello, I just got back to your email this morning, For reference unlinking Switch account is something we are working to adding to our backend and frontend, This is the first case reported to us, to it took a little bit of extra time to sort out what we needed to do and make a plan If anybody needs ...
by Klonan
Mon Nov 14, 2022 1:59 pm
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 25
Views: 1423

Re: Remove Expensive Mode

We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), I...
by Klonan
Mon Nov 14, 2022 9:53 am
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 25
Views: 1423

Re: Remove Expensive Mode

We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), It...
by Klonan
Wed Nov 02, 2022 12:52 pm
Forum: Fixed for 1.2
Topic: [Klonan] [1.1.70] Shortcuts menu stays widened after UI rescale
Replies: 1
Views: 295

Re: [Klonan] [1.1.70] Shortcuts menu stays widened after UI rescale

Thanks for the report,

I have fixed it for 1.2
by Klonan
Wed Nov 02, 2022 11:22 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.70] Locomotive GUI: fuel emissions modifier with burnt result slots
Replies: 1
Views: 762

Re: [Klonan] [1.1.70] Locomotive GUI: fuel emissions modifier with burnt result slots

Suggested solution: remove the pollution modifier text shown below the progress bar. It doesn't need to be there: the modifier is already shown on the entity tooltip. Agreed, it is weird, there is far more useful information that is relegated to the tooltips, while this random pollution modifier is...
by Klonan
Wed Nov 02, 2022 10:15 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.68] Any placeable item can be obtained in Transport belt madness
Replies: 1
Views: 950

Re: [Klonan] [1.1.68] Any placeable item can be obtained in Transport belt madness

Thank you very much for the report,

It is fixed for the next release
by Klonan
Mon Oct 10, 2022 7:52 pm
Forum: Won't implement
Topic: Ability to request the nearest enemy
Replies: 4
Views: 405

Re: Ability to request the nearest enemy

While it would be possible to try to do that in Lua using find_entities_filtered calls in on_tick, it would be much nicer if that functionality is built into the API. I mean, you can say that about any part of mod making, hand-off the effort and maintenance of the code to the engine But generally u...
by Klonan
Sun Oct 02, 2022 3:46 pm
Forum: Fixed for 1.2
Topic: [1.1.69] EULA text cut off
Replies: 1
Views: 375

Re: [1.1.69] EULA text cut off

Thanks for the report

It is fixed in 1.2
by Klonan
Tue Sep 27, 2022 7:37 am
Forum: Implemented Suggestions
Topic: New Game Support Languages on Steam
Replies: 12
Views: 700

Re: New Game Support Languages on Steam

I added the languages that were translated enough (at least 90%)
by Klonan
Tue Sep 27, 2022 7:01 am
Forum: Modding interface requests
Topic: prevent nauvis from generating?
Replies: 4
Views: 337

Re: prevent nauvis from generating?

I have to start a new game during development and debugging, I've done it already 500 times, possibly going to go into the thousands in the future while making this mod, and each new game generates a new map unnecessarily adding to development time exponentially. Hold CTRL when pressing 'New Game'
by Klonan
Wed Sep 21, 2022 7:41 pm
Forum: Not a bug
Topic: LuaEntity.stop_spider() has no effect
Replies: 2
Views: 306

Re: LuaEntity.stop_spider() has no effect

Expected behavior: If a spider-vehicle is in motion, it will immediately stop once it has received the stop_spider() command. This isn't very intuitive. Shouldn't stop_spider() automatically clear autopilot_destination/autopilot_destinations? The function is only calling the internal resetSpeed() o...
by Klonan
Mon Sep 12, 2022 11:20 am
Forum: This Forum
Topic: My topics keep getting :trashbin:ed
Replies: 17
Views: 1113

Re: My topics keep getting :trashbin:ed

Koub wrote:
Sun Sep 11, 2022 9:28 pm
[Koub] I can't speak for the other moderators. I can only speak for myself, and I haven't deleted any of OP's posts.
Me neither
by Klonan
Mon Sep 12, 2022 8:38 am
Forum: Modding help
Topic: Trying to get the active weapon that a player is using?
Replies: 6
Views: 336

Re: Trying to get the active weapon that a player is using?

KoRaLLL wrote:
Mon Sep 12, 2022 8:20 am
I'm struggling to find the right pointers within the docs, and as far as I'm aware there's no search functionality
Search is here:
by Klonan
Tue Sep 06, 2022 10:29 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] Map string does not include starting_points / map-gen-preset
Replies: 3
Views: 1114

Re: [Klonan] Map string does not include starting_points / map-gen-preset

Note: the space ship always crashes around {x=0, y=0} and not at a starting_point. Maybe that should be changed or configurable in the preset? You can make a modding interface request for the freeplay scenario, since that is what makes the call to generate the crash site. Alternatively you can use ...

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