Search found 381 matches

by Pi-C
Thu Oct 17, 2019 12:53 pm
Forum: Minor issues
Topic: [0.17.71] Cross-surface teleporting of cars has a bug
Replies: 8
Views: 189

Re: [0.17.71] Cross-surface teleporting of cars has a bug

To expand on this: this is a known side effect of cross-surface teleportation and the same thing happens with character entities when teleporting them across surfaces. I don't have a perfect solution to it yet so that's just how it works for now. When I figure out how to solve the issue(s) then I w...
by Pi-C
Wed Oct 16, 2019 8:42 pm
Forum: Implemented Suggestions
Topic: Allow inserters to reload basic turrets
Replies: 4
Views: 95

Re: Allow inserters to reload basic turrets

Tiggy wrote:
Wed Oct 16, 2019 8:04 pm
What really? Oh. In that case, never mind. Lol. Just let them fill up a bit more then, maybe.
Ammo in a destroyed turret will be lost, ammo on a belt not. So as long as there is ammo available, it should be safer to load only just enough into a turret to keep it going.
by Pi-C
Wed Oct 16, 2019 6:23 pm
Forum: Minor issues
Topic: [0.17.71] Cross-surface teleporting of cars has a bug
Replies: 8
Views: 189

Re: [0.17.71] Cross-surface teleporting of cars has a bug

This is kind of engine limitation, when removing car from first surface, lua handle gets disconnected from car. So, when teleporting to another surface, "vehicle.teleport(entity.position, entity.surface)" is basically just like an alias for vehicle.clone{position=entity.position, surface=entity.sur...
by Pi-C
Wed Oct 16, 2019 6:16 pm
Forum: Minor issues
Topic: [0.17.71] Cross-surface teleporting of cars has a bug
Replies: 8
Views: 189

Re: [0.17.71] Cross-surface teleporting of cars has a bug

This is kind of engine limitation, when removing car from first surface, lua handle gets disconnected from car. So, when teleporting to another surface, "vehicle.teleport(entity.position, entity.surface)" is basically just like an alias for vehicle.clone{position=entity.position, surface=entity.sur...
by Pi-C
Wed Oct 16, 2019 3:52 pm
Forum: Minor issues
Topic: [0.17.71] Cross-surface teleporting of cars has a bug
Replies: 8
Views: 189

[0.17.71] Cross-surface teleporting of cars has a bug

Consider this code snippet: log("entity.position: " .. tostring(entity.position)) log("entity.surface.name: " .. tostring(entity.surface.name)) log("vehicle.valid: " .. tostring(vehicle.valid)) log("vehicle.name: " .. tostring(vehicle.name)) log("vehicle.surface.name: " .. tostring(vehicle.surface.n...
by Pi-C
Wed Oct 16, 2019 9:20 am
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 5344

Re: Version 0.17.70

Anyone else getting a 207.525 Error DownloadingUpdatesGui.cpp:108: Checking update packages failed: File C:/****/factorio_tux.0.17.latest_Bob/data/changelog.txt has unexpected content when trying to update from ..69 ? Nope: 118.193 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.c...
by Pi-C
Wed Oct 16, 2019 8:46 am
Forum: Modding help
Topic: Player getting stuck in deep water
Replies: 43
Views: 778

Re: Player getting stuck in deep water

2) Characters can't be assigned to players on different surfaces. Which I believes applies to drivers or passengers of vehicles too. Teleport to the surface where the character is, assign it and then teleport where you need to go. Correct. I've been wasting time lately with using teleport() for mov...
by Pi-C
Wed Oct 16, 2019 4:36 am
Forum: Already exists
Topic: Option to not raise on_driving_state_changed
Replies: 2
Views: 129

Re: Option to not raise on_driving_state_changed

Scripting Added support to teleport car entity types between surfaces. For now i will throw this request to Won't Implement because ability to teleport cars should solve your underlying issue. Ooops, didn't see the announcement yet. Nice thing to wake up to! If cross-surface teleporting really work...
by Pi-C
Sun Oct 13, 2019 11:46 pm
Forum: Modding help
Topic: Player getting stuck in deep water
Replies: 43
Views: 778

Re: Player getting stuck in deep water

mrvn wrote:
Mon Oct 07, 2019 9:18 am
Maybe that broke when they added passenger support or I simply remember wrong.
Never mind. It's almost working now, and of course I've implemented the check for uncharted chunks you suggested. :-)
by Pi-C
Sun Oct 13, 2019 11:38 pm
Forum: Modding help
Topic: Player getting stuck in deep water
Replies: 43
Views: 778

Re: Player getting stuck in deep water

Haven't used clone() yet. I'd assume that it's an exact copy except for the entity unit_number. I'm not sure what it does to the inventory content though. Some items have unique indexes/tags too (blueprints, modded items like factorissimo factories!, etc). So it might be nessecarry to clone the car...
by Pi-C
Sun Oct 13, 2019 4:28 pm
Forum: Ideas and Suggestions
Topic: Weapons control in car-like vehicles
Replies: 0
Views: 53

Weapons control in car-like vehicles

The vanilla game has two vehicles of the "car" prototype (car and tank), and both are armed. In multiplayer games, such vehicles have a setting that allows the driver to take control of driving and shooting or to hand over weapons control to the passenger. However, there are mods, and mods can chang...
by Pi-C
Sun Oct 13, 2019 3:32 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1030
Views: 127350

Re: Simple Questions and Short Answers

Will the train stop if A brakes -- or will it accelerate because B has hit <W> at the same tick? Pure speculation: If there's no special code to handle multiple drivers it'll try to do both at the same time. And breaking will probably win. I thought everything would have to be deterministic in orde...
by Pi-C
Sun Oct 13, 2019 11:06 am
Forum: Already exists
Topic: Option to not raise on_driving_state_changed
Replies: 2
Views: 129

Option to not raise on_driving_state_changed

The destroy() method has these options destroy(opts) → boolean Destroys the entity. Parameters opts (optional): Table with the following fields: do_cliff_correction :: boolean (optional): If neighbouring cliffs should be corrected. Defaults to false. raise_destroy :: boolean (optional): If true; def...
by Pi-C
Sun Oct 13, 2019 7:45 am
Forum: Modding help
Topic: Migration for mod deactivation
Replies: 4
Views: 111

Re: Migration for mod deactivation

Choumiko wrote:
Sun Oct 13, 2019 3:51 am
There is no way.
You could add a command to do the uninstall/deactivate your mod before they remove it
Would a pre-removal release that migrates to default behavior make sense? Or an optional dependency on a mod with just a migration script and a conflict against the main mod?
by Pi-C
Sat Oct 12, 2019 6:58 pm
Forum: Gameplay Help
Topic: Train - No path
Replies: 7
Views: 218

Re: Train - No path

Aren't there (chain) signals missing before and after the switches?
by Pi-C
Sat Oct 12, 2019 10:03 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1030
Views: 127350

Re: Simple Questions and Short Answers

Ẃho is the driver if two or more players are riding on the same train that is set to manual mode? Vehicles with type == "car" may have a driver (vehicle.get_driver()) and a passenger (vehicle.get_passenger()). The driver does the driving, and the passenger either does nothing or may control the weap...
by Pi-C
Fri Oct 11, 2019 6:47 am
Forum: Multiplayer
Topic: Fiendix' Zerg Rush recruitment [help wanted. Eng/Fr]
Replies: 13
Views: 311

Re: Fiendix' Zerg Rush recruitment [help wanted. Eng/Fr]

If you attach water turrets to the pipes: Yes. :-)
by Pi-C
Fri Oct 11, 2019 6:23 am
Forum: Mod portal Discussion
Topic: Removing posts on the mod portal
Replies: 3
Views: 109

Removing posts on the mod portal

The discussion boards over on the mod portal have a rather primitive interface, there's not much one can do except for editing and quoting a post. It has happened to me more than once already that I clicked the wrong button and quoted my own post instead of changing it -- ending up with 2 very simil...
by Pi-C
Thu Oct 10, 2019 8:25 pm
Forum: Modding help
Topic: Looking for a mod with "kitt"
Replies: 5
Views: 96

Re: Looking for a mod with "kitt"

I would be tempted to write this off as dead experimental code that just got left in. I thought of that, too. That's why I've been asking -- if it's meaningless, it can be deleted, but I wouldn't want to remove something that has been included for some purpose that I don't understand. Well, it shou...
by Pi-C
Thu Oct 10, 2019 7:26 pm
Forum: Modding help
Topic: Looking for a mod with "kitt"
Replies: 5
Views: 96

Re: Looking for a mod with "kitt"

Deadlock989 wrote:
Thu Oct 10, 2019 7:22 pm
(image removed)
:-)

I've thought of that myself already, but it still doesn't really help figuring out what mod it's referenced in.

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