Search found 1652 matches

by Pi-C
Sat May 11, 2024 1:02 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 101
Views: 13671

Re: Friday Facts #410 - Rocket turret & Target priorities

>To save ammo I sometimes try really hard to keep the worms alive. I would love a toggle to only shoot spawners. Um, artillery only target spawners and worms. They do not target biters or spitters. Artillery turrets also target military structures , which has caused huge problems for one of my mods...
by Pi-C
Sat May 04, 2024 7:28 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 1206

Re: Multiplayer: Need a mod that creates corpse on player leave

Updated to fix some bugs and make some improvements: Version: 1.1.1 Date: 2024-05-04 Bugfixes: - Added missing strings to the German locale. - Fixed that wrong surface was passed on when chart tag for an invalid corpse was changed. - Fixed that some uninitialized variables were used, and removed sev...
by Pi-C
Thu Apr 25, 2024 12:17 pm
Forum: Modding help
Topic: Using on_research_finished to spawn a cargo wagon on a train
Replies: 6
Views: 430

Re: Using on_research_finished to spawn a cargo wagon on a train

Thank you for the input! I'm still new to modding and still finding my feet. I wasn't aware of the multiplayer issue. Would you mind going over it with a more concrete example/how to? I don't fully understand it. An example from my latest mod : -- Map event names to event handlers local event_handl...
by Pi-C
Thu Apr 25, 2024 5:36 am
Forum: Modding help
Topic: Using on_research_finished to spawn a cargo wagon on a train
Replies: 6
Views: 430

Re: Using on_research_finished to spawn a cargo wagon on a train

Thanks for the assistance. Both suggestions put me on the right track. I didn't end up needing a global table, but I got it to work: Congrats to your success! However, I think your work isn't finished yet. While it may work in single-player mode, you should expect desyncs in multiplayer games if a ...
by Pi-C
Wed Apr 24, 2024 6:27 am
Forum: Gameplay Help
Topic: Space exploration, what is needed?
Replies: 3
Views: 373

Re: Space exploration, what is needed?

Start the game, click on the "Mods" button in the main menu, switch to the "lnstall" tab, and search for Space exploration . This will pull in some other mods that are required by the main mod. As far as I know, the part of going into space is quite late in the game, after you've...
by Pi-C
Tue Apr 23, 2024 9:19 am
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 1206

Re: Multiplayer: Need a mod that creates corpse on player leave

I've finally published the mod. May I present: Leave Corpse On Exit , or simply "LCOE", as I've come to refer to it. Sorry for the long delay, but I had to restructure my data several times, and spent a good amount of time on making things more efficient and on testing. Hope you like it! ...
by Pi-C
Sun Apr 21, 2024 2:40 pm
Forum: Modding help
Topic: Using on_research_finished to spawn a cargo wagon on a train
Replies: 6
Views: 430

Re: Using on_research_finished to spawn a cargo wagon on a train

The game does not wait for the train to reach the station. But you can schedule your action for a later time. I didn't try this, so there is a chance it doesn't work quite as I imagine. But I'd go about it something like this: When the research is finished, locate the train. If you can read LuaTrai...
by Pi-C
Sat Apr 20, 2024 6:18 pm
Forum: Technical Help
Topic: Is there another way to rollback particular mod version?
Replies: 2
Views: 233

Re: Is there another way to rollback particular mod version?

Hi, I've tried to find existing post with same topic but failed to find that. Currently if players want to stay on/rollback older version of the mod for current playthrough they need manually download files of previous mod version from the Mod Portal and replace files in mod directory, aren't they?...
by Pi-C
Fri Apr 19, 2024 12:14 pm
Forum: Resolved Requests
Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Replies: 3
Views: 249

Re: Difference between LuaEntity::revive() and LuaEntity::silent_revive()

Both of those are using the same internal function for revive purposes with the only difference being that silent_revive makes no sound and creates no smoke. Oh, thanks! It never occurred to me that "silent" was meant literally, referring to sound -- I thought more along the lines of the ...
by Pi-C
Fri Apr 19, 2024 6:36 am
Forum: Resolved Requests
Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Replies: 3
Views: 249

Difference between LuaEntity::revive() and LuaEntity::silent_revive()

What is the difference between LuaEntity::revive() and LuaEntity::silent_revive() ? Their descriptions look very similar, they seem to be almost identical: $ diff /tmp/revive.txt /tmp/silent_revive.txt 2c2 < revive{return_item_request_proxy?=…, raise_revive?=…} → dictionary[string → uint]?, LuaEntit...
by Pi-C
Fri Apr 19, 2024 4:46 am
Forum: Modding help
Topic: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?
Replies: 2
Views: 328

Re: How to make an inventory that incudes the exact contents (slot by slot) in blueprints?

Did you already consider script inventories? They can be resized if necessary, and you can loop over the slots just like it was a common inventory, so it is possible to preserve order.
by Pi-C
Wed Apr 17, 2024 1:53 am
Forum: Modding help
Topic: Is it possible to change fluid_box during gameplay?
Replies: 2
Views: 228

Re: Is it possible to change fluid_box during gameplay?

I've just had an idea for a potential mod that would require changing the base_level of a given entity's fluid_box during gameplay. Does anybody know if this is possible to do? The fluid_box is hard-wired into the prototype and can only be changed in the data stage. However, there may be a way to w...
by Pi-C
Tue Apr 16, 2024 4:49 am
Forum: Resolved Requests
Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
Replies: 3
Views: 306

Re: [1.1.107] LuaSurface.create_entity docs missing stack property

Attempting to create an item-on-ground with LuaSurface.create_entity without providing the stack parameter results in an error. https://lua-api.factorio.com/latest/classes/LuaSurface.html#create_entity The stack property works fine, however it is not documented that it is accepted by the function. ...
by Pi-C
Sun Apr 14, 2024 12:26 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 32732

Re: EndgameCombat - Defend your base against lategame enemies with ease

https://gyazo.com/862f15cbb974bbe2d7592ee6edac5fbe (no idea why the image won't show in the forum, but right-clicking and opening in a new tab does show the image properly.) It looks like this is a private link, I get a 403 error: Error: Forbidden Your client does not have permission to get URL /86...
by Pi-C
Mon Apr 08, 2024 9:00 am
Forum: Technical Help
Topic: The game pauses as a rule after killing bugs
Replies: 4
Views: 562

Re: The game pauses as a rule after killing bugs

… there is no indication that the game is paused and it looks like the game is frozen. At least in the video, there is an indicator: the grid is visible. Usually, the grid can only be seen when the game is paused. However, this indicator won't work if the option "show-tile-grid" has been ...
by Pi-C
Wed Apr 03, 2024 8:41 pm
Forum: Modding help
Topic: Edit an existing mod
Replies: 9
Views: 578

Re: Edit an existing mod

I kept the required format, I did not change anything except version number, which is consistent between info.json and folder name, checked that 10 times by now. I opened Factorio and went to the mods in the main menu - the new mod did not show. Check the log file! If you start up Factorio, the log...
by Pi-C
Tue Apr 02, 2024 1:21 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124643

Re: Mylon's Many Mods

Still looking for assistance with this bug Well, anyone want to take over dangoreus since it's been abandoned? it's been a year, you did anything or nah? If you're not going to maintain your mod, transfer ownership to someone who will. I can't speak for Mylon, but to me, what you've written in this...
by Pi-C
Fri Mar 22, 2024 8:45 am
Forum: Technical Help
Topic: [1.1.105] Crash in main menu after a few (or more) seconds
Replies: 15
Views: 843

Re: [1.1.105] Crash in main menu after a few (or more) seconds

From the timing of things, I do get the impression, that the crash happens right around the time a specific background animation is about to start. […] So any of these ran fine, but as soon as "that one" (hopefully) missing background is about to start, the game just faints. Did you alrea...
by Pi-C
Sat Mar 16, 2024 11:09 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 16
Views: 1206

Re: Multiplayer: Need a mod that creates corpse on player leave

Update: I've been working on the basics of this mod. When a player logs off or is permanently removed, a corpse for all the player's characters (player.character and associated characters) with items will be created and all items from all inventories will be transferred to it. So far, just a chart t...
by Pi-C
Sat Mar 16, 2024 7:40 am
Forum: Modding help
Topic: Do i need to publish my mods in order to test them?
Replies: 6
Views: 448

Re: Do i need to publish my mods in order to test them?

i have tried to just compress the mod file and boot up the game but it doesn't recognize the file in the mods folder. I guess you've run into one of these problems: Unexpected mod name: If your mod is in a folder instead of a zip file, make sure that the folder name is correct! Assuming you have a ...

Go to advanced search