Search found 15 matches

by Erythion
Wed Dec 07, 2022 6:59 am
Forum: Not a bug
Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
Replies: 3
Views: 912

[1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)

What happened? Combat robots do not have a collision mask defined, which makes them immune to all damage that is not a direct homing attack. This includes explosive damage from grenades, explosive rockets, explosive cannon shells, artillery. Projectiles that do not home in also do not collide with ...
by Erythion
Wed May 05, 2021 8:29 am
Forum: Not a bug
Topic: [1.1.33]Rocket silo treats one recipe craft as one rocket part instead of using one output item
Replies: 1
Views: 955

[1.1.33]Rocket silo treats one recipe craft as one rocket part instead of using one output item

A rocket silo recipe that outputs more than 1 rocket part per recipe only gets counted as one rocket part for rocket progress, as if recipe completion is what really matters as opposed to the output item count.

A mod and a save on the attachments demonstrate the issue.
by Erythion
Wed Nov 04, 2020 1:24 pm
Forum: Implemented mod requests
Topic: Add fluid system number read to LuaFluidBox
Replies: 6
Views: 2415

Re: Add fluid system number read to LuaFluidBox

That function should be enough to check for connectivity, yes. Thanks.

edit: isn't the content of a fluidbox returned from the operator [] just the fluid data? how do you get the reference for the two separate fluidboxes for the parameters, then?
by Erythion
Wed Nov 04, 2020 1:14 pm
Forum: Implemented mod requests
Topic: Add fluid system number read to LuaFluidBox
Replies: 6
Views: 2415

Add fluid system number read to LuaFluidBox

The fluid system number looks very useful to tell whether two fluidboxes are connected to each other without snaking over every pipe segment in-between. The game is already keeping track of it and showing it on the debug tooltip, why not put a getter function to the Lua object? Something like LuaFlu...
by Erythion
Sat Oct 26, 2019 7:45 am
Forum: Implemented mod requests
Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
Replies: 9
Views: 2946

Re: Add catalyst_amount to LuaRecipePrototype ingredients/products

I just found out that this issue existed, and thankfully got pointed to this thread. It does seem wasteful to not have the catalyst data in LuaRecipePrototype.
by Erythion
Mon Apr 22, 2019 6:04 am
Forum: Modding interface requests
Topic: Expose burner fluidbox
Replies: 1
Views: 872

Expose burner fluidbox

It doesn't look like I can access a burner's fluidbox anywhere within an entity. Bob's oil boilers reports 2 fluidboxes, not 3.
by Erythion
Sun Apr 14, 2019 12:46 pm
Forum: Modding interface requests
Topic: Reimplement fluid flow parameters for .17
Replies: 8
Views: 2807

Re: Reimplement fluid flow parameters for .17

I'm not saying completely block the player from doing so, just discourage it by needing pumps everywhere to move it. The simplest way to use it would then be to place the generator directly on the fluid producer, which is what I want. Other ways to move that fluid is not a dealbreaker, as long as it...
by Erythion
Sat Apr 13, 2019 1:26 pm
Forum: Modding interface requests
Topic: Reimplement fluid flow parameters for .17
Replies: 8
Views: 2807

Reimplement fluid flow parameters for .17

Fluid flow parameters were removed as part of the new fluid system update, but as it's not fully implemented yet, is it possible to bring it back for .17? I want to make a power system that does not use hidden entities but discourages transport of the powered fluid. I'd assume making the fluid flow ...
by Erythion
Mon Mar 11, 2019 8:39 am
Forum: Resolved Problems and Bugs
Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
Replies: 21
Views: 13645

Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?

Dominik wrote: ↑
Fri Mar 08, 2019 10:28 am
These values remain the same, they have only moved from the prototype into code. So this is not the reason.
That said, can modded fluids still use these properties in the prototypes in .17.X, or are these variables entirely removed from prototype declarations?
by Erythion
Mon Mar 04, 2019 8:17 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212660

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

Updating from 2.0.3 to 2.0.4 gives me this error on startup: 5.371 Error ModManager.cpp:1283: Failed to load mod "deadlock-beltboxes-loaders": __deadlock-beltboxes-loaders__/data.lua:8: __deadlock-beltboxes-loaders__/prototypes/vanilla_tiers.lua:42: attempt to index field 'deadlock-stackin...
by Erythion
Sun Mar 03, 2019 9:17 am
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 98155

Re: [MOD 0.16] LTN Tracker

I got a crash on clicking the the main GUI button to close the GUI. 1045.337 Error MainLoop.cpp:1092: Exception at tick 28642: The mod LTN Tracker caused a non-recoverable error. Please report this error to the mod author. Error while running event LTN_Tracker::on_gui_click (ID 1) The mod Unit Contr...
by Erythion
Sun Mar 03, 2019 8:13 am
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Crash when changing tabs during updating mods
Replies: 2
Views: 985

[0.17.4] Crash when changing tabs during updating mods

I was in the process of updating mods. I changed tabs, and downloaded Deadlock's Loaders. While that hasn't finished yet, I changed to Update tab to see the progress of updates. I was greeted with this: https://cdn.discordapp.com/attachments/139677590393716737/551674811705851914/unknown.png Clicking...
by Erythion
Fri Jan 25, 2019 6:51 am
Forum: Multiplayer / Dedicated Server
Topic: Free service to run your server: Factorio Zone
Replies: 183
Views: 141433

Re: Free service to run your server: Factorio Zone

Hi, how about uploading mod settings?
by Erythion
Sun Aug 12, 2018 3:12 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325654

Re: [0.16.x] Bob's Mods: General Discussion

Hi, Bob, I'm not that sure Zelos has contacted you about this (beat him if he hasn't), but Omnicompression and Omnifluid can't handle the 1015 degrees steam.

Image
by Erythion
Sun May 20, 2018 3:43 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315926

Re: [MOD 0.13.17+] Rampant - 0.16.26

It means people who don't subscribe to the experimental version would have their biters deleted when they update.

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