Search found 344 matches

by Xorimuth
Wed Dec 08, 2021 2:02 pm
Forum: Technical Help
Topic: Steam Achivments Not Working
Replies: 8
Views: 166

Re: Steam Achivments Not Working

I do not know console commands and do not use them. The only one mod is Helmod 0.12.5. As stated before, using mods disables steam achievements for that save. You could remove helmod, recover the achievements, there is a topic somewhere, on how to edit saves to reenable them, get all achievements, ...
by Xorimuth
Wed Nov 24, 2021 1:17 pm
Forum: Gameplay Help
Topic: change nickname
Replies: 4
Views: 4058

Re: change nickname

yukinyaa wrote:
Wed Nov 24, 2021 8:17 am
This does not work anymore since LuaPlayer::name is readonly.
Is there a another way?
viewtopic.php?p=480321#p480321 suggests /swap-players
by Xorimuth
Mon Nov 22, 2021 8:01 pm
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 10
Views: 329

Re: Reducing the number of categories

Honestly, if it were me, I'd probably set it up as a category and subcategory system. Categories would be as presented in the OP, general encompassing terms. Modders would only be able to select 1 category for their mod. Subcategories would be like the existing list, more specific pieces. Modders w...
by Xorimuth
Sat Nov 06, 2021 4:04 pm
Forum: Modding help
Topic: Get player surface during on_nth_tick
Replies: 5
Views: 158

Re: Get player surface during on_nth_tick

FuryoftheStars wrote:
Sat Nov 06, 2021 3:27 pm

Oh, this is going to be confusing if control.lua is called data stage and there are data.lua files that are a different stage....
Oh no I am actually an idiot... control.lua is of course control stage modding.
by Xorimuth
Sat Nov 06, 2021 3:19 pm
Forum: Modding help
Topic: Get player surface during on_nth_tick
Replies: 5
Views: 158

Re: Get player surface during on_nth_tick

To be specific, I'm trying to update the functionality of the mod Steinios Wind Sensor (a EvoGUI plugin mod) for use in another mod I'm making. However, in the wind sensor mod, they pull the wind data only from game.surfaces["nauvis"]. I'd like to change this so it'll pull from whichever ...
by Xorimuth
Fri Nov 05, 2021 4:48 pm
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 403

Re: bug caused by mod(?)

Fixed in v1.2.8 :)
by Xorimuth
Thu Nov 04, 2021 7:03 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
Replies: 7
Views: 902

Re: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer

Genhis wrote:
Thu Nov 04, 2021 9:32 am
Thanks, your crash reports were very helpful. The issue should be fixed for the next release.
Nice! Was it not a macOS bug then? From the discussions on discord it seemed like it was.
by Xorimuth
Wed Nov 03, 2021 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
Replies: 7
Views: 902

Re: [1.1.45] Crash when visiting locomotive page in prototype explorer

Thanks for the report. I tried to reproduce the crash but it seems to work fine for me. Can you try verifying the steam files and see if it finds anything wrong? If you restart your computer does it still happen? Verifying steam files and restarting still doesn't help. I tried with my non-steam ins...
by Xorimuth
Wed Nov 03, 2021 2:17 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
Replies: 7
Views: 902

[Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer

To reproduce: - Open prototype explorer - Search for "Locomotive" - Click on "entity" - Open the Locomotive page OR - Hover over locomotive - Press prototype GUI button This causes a crash which isn't reported in the log, but instead opens a macOS crash window with some other inf...
by Xorimuth
Tue Nov 02, 2021 4:02 pm
Forum: Modding help
Topic: Electric Network without visible wire
Replies: 4
Views: 117

Re: Electric Network without visible wire

I would like an entity to have electric network transport properties (similar to power poles) but without visible copper wire connections. Currently I spawn a custom electric pole to get connectivity to the electric network. However as the default wires have the curved drawing it's getting kind of ...
by Xorimuth
Sun Oct 31, 2021 2:21 pm
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 403

Re: bug caused by mod(?)

oyunbagimlisi wrote:
Sun Oct 31, 2021 4:14 am
I upgraded to the current version. I still can't click the locomotives. I suggest you check and test it. With health...
It would be very helpful if you could send me your save by Google drive, wetransfer, or similar
by Xorimuth
Sun Oct 31, 2021 12:27 am
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 403

Re: bug caused by mod(?)

Thank you. Space mode (SE) is off. SpidertronWeaponSwitcher, Turned it off fixed it. But it's most likely due to the updated version. (I'm still using 1.38) But the thing is, I couldn't click the locomotives; the cursor was red. When I stop the mod, I can easily select the locomotives. Oh right, I ...
by Xorimuth
Sat Oct 30, 2021 10:55 pm
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 403

Re: bug caused by mod(?)

Almost certainly SpidertronWeaponSwitcher colliding with another mod that messes with collision masks (could be Space Exploration, but I’m pretty sure I tested them together, so perhaps SE + a 3rd mod).
by Xorimuth
Wed Oct 13, 2021 12:25 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan] [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
Replies: 5
Views: 978

Re: [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found

Thanks for the bug report Xorimuth! The attached files and description help a lot. I was able to reproduce the issue consistently with the following steps: 1. enter spidertron mk3 2. move mouse to equipment gui (weapons & ammo) 3. on the same frame a tooltip would pop up, press CTRL+TAB to swit...
by Xorimuth
Mon Oct 11, 2021 11:36 am
Forum: Ideas and Suggestions
Topic: Let spidertron ride a train
Replies: 5
Views: 315

Re: Let spidertron ride a train

It sounds like Vehicle Wagons is a good fit for you. I’d also submit my mod, Spidertron Enhancements for consideration, which lets you ride trains as a spidertron. It only works if you are riding with the spidertron though.
by Xorimuth
Tue Oct 05, 2021 1:21 am
Forum: Not a bug
Topic: [1.1.41] Cannot shift-click ammo from inventory to spidertron
Replies: 2
Views: 321

Re: [1.1.41] Cannot shift-click ammo from inventory to spidertron

it could be turned into a simple bool on a VehiclePrototype, maybe something like "take_ammo_from_character_transfers" that would be set to false on the spidertron, that way modders would be able to alter this behavior at will.. That would however be a modding interface request which woul...
by Xorimuth
Tue Oct 05, 2021 1:15 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.41] Vehicle weapon range is being ignored
Replies: 8
Views: 1263

Re: [1.1.41] Vehicle weapon range is being ignored

Errrrr, this behaviour is what I observed, but the docs disagree! "The gun will fire at the maximum range in the direction of the target position" - https://wiki.factorio.com/Types/AmmoType#clamp_position I'd prefer the behaviour to change to match the docs, but one of them should certain...
by Xorimuth
Tue Oct 05, 2021 1:12 am
Forum: Assigned
Topic: [kovarex] [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`
Replies: 2
Views: 389

Re: [1.1.41] `game.show_message_dialog()` ignores `type="entity_info"`

I see it is broken because of a "fix" from https://forums.factorio.com/82117. In this particular case, when the game view is updated, there is a check if there is anything with modal focus and in such case it clears entity selection for the purpose of selectedInfoRenderer. Personally I'd ...

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