Search found 1650 matches

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: 262

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: 262

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: 185

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: 15
Views: 878

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: 262

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: 154

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: Documentation Improvement Requests
Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Replies: 2
Views: 137

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: Documentation Improvement Requests
Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Replies: 2
Views: 137

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: 174

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: 159

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: Documentation Improvement Requests
Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
Replies: 2
Views: 179

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: 32160

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: 497

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: 426

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: 122524

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: 645

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: 15
Views: 878

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: 354

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 ...
by Pi-C
Fri Mar 08, 2024 9:37 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503010

Re: Simple Questions and Short Answers

So if I empty the inventories of player.character when defines.events.on_pre_player_left_game and the player rejoins, player.character would still have empty inventories, right? Yes, that should work. Great! The character gets stashed and is no longer present in the world. The entire state of it wi...
by Pi-C
Fri Mar 08, 2024 3:06 pm
Forum: Questions, reviews and ratings
Topic: Multiplayer: Need a mod that creates corpse on player leave
Replies: 15
Views: 878

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

To me its not important if a returning player gets back the items automatically, which are still on their corpse. To me its only important that they are preserved for the team, which means, that they are taken from them, when they leave and are put back into the game world and that the team somehow...

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