Search found 16 matches
- Wed Nov 18, 2020 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Artillery continues to fire on enemies that move out of range
- Replies: 1
- Views: 2886
[1.0.0] Artillery continues to fire on enemies that move out of range
While testing https://forums.factorio.com/viewtopic.php?f=7&t=91497 , I discovered that artillery turrets continued to fire on the Spidertron after it left its range, either moving too far or too close to the turret, even potentially causing it to shoot itself to death. This bug also exists when...
- Wed Nov 18, 2020 5:43 pm
- Forum: Won't fix.
- Topic: [1.0.0] Artillery targets enemy Spidertrons
- Replies: 1
- Views: 1530
[1.0.0] Artillery targets enemy Spidertrons
Artillery turrets target enemy Spidertrons. Since Spidertron is immune to artillery fire, the turret will continue to shoot at the Spidertron until it runs out of ammo. This is unlike other mobile enemy units, such as units, cars, and characters, which the artillery turret doesn't target.
- Sat Sep 19, 2020 1:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Can't make an indestructible entity die()
- Replies: 1
- Views: 866
[Rseding91] [1.0.0] Can't make an indestructible entity die()
In the documentation for LuaEntity.die() it says "Doesn't care whether the entity is destroyable or damageable." This suggests that if a normally-destructible entity is made indestructible, it can still die(). However, if you try the following, the entity is not killed: some_entity.destruc...
- Thu Jun 18, 2020 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash iterating through all chunks: "LuaHelper::pushTilePosition"
- Replies: 2
- Views: 2431
[0.18.32] Crash iterating through all chunks: "LuaHelper::pushTilePosition"
After creating a ChunkIterator with LuaSurface.get_chunks(), reading all the chunks from it (so that it returns nil), then generating new chunk and trying to read it again causes a game (not script) crash. Specifically, it looks like the new chunks have to be to the south-east, as just south or east...
- Thu May 21, 2020 9:45 am
- Forum: Modding interface requests
- Topic: Add range visualization for artillery turret prototypes
- Replies: 0
- Views: 699
Add range visualization for artillery turret prototypes
When holding or selecting most turrets, it renders the range of the turret on the screen. However, this is not the case for artillery turrets. While this is understandable given the range of the vanilla artillery turret, I would like to add this functionality to modded turrets. While entities have a...
- Fri Apr 17, 2020 4:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Correction to LuaEntity.train documentation
- Replies: 1
- Views: 1080
[0.18.18] Correction to LuaEntity.train documentation
LuaEntity.train reads:
The second line is incorrect, .train can be used on an entity that isn't a RollingStock, in which case it returns nil (as stated in the first line).The train this rolling stock belongs to or nil if not rolling stock.
Can only be used if this is RollingStock
- Thu Feb 20, 2020 7:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.8] Burning a fuel with burnt_result in a burner with no result slots locks up burner
- Replies: 10
- Views: 3432
[Rseding] [0.18.8] Burning a fuel with burnt_result in a burner with no result slots locks up burner
What did you do? Placing a fuel item with a burnt_result into an entity with a burner source that has a burnt_inventory_size of 0 causes the item to burn as expected until the heat runs out (when the burnt_result would be created), at which point the burner locks up. The burner won't burn any more ...
- Fri Jan 24, 2020 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Creating an artillery flare via trigger effect causes crash
- Replies: 2
- Views: 2405
Re: [posila] [0.18.1] Creating an artillery flare via trigger effect causes crash
Thank you for the fix.
- Fri Jan 24, 2020 11:26 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Creating an artillery flare via trigger effect causes crash
- Replies: 2
- Views: 2405
[posila] [0.18.1] Creating an artillery flare via trigger effect causes crash
The attached mod creates a custom artillery flare when a land mine dies by using a "create-entity" dying_trigger_effect. In the 0.17 version, this functioned as expected, creating the flare on death (through "create-particle"). In 0.18, this was changed to "create-entity&quo...
- Tue Nov 05, 2019 2:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.75] Tooltip doesn't show an item-with-tags custom_description if it has one set through the prototype
- Replies: 1
- Views: 2218
[Twinsen] [0.17.75] Tooltip doesn't show an item-with-tags custom_description if it has one set through the prototype
When setting a custom description for an item-with-tags through LuaItemStack.custom_description, the description isn't updated if the item already has a description set through the prototype or locale file. This function works normally if there is no description set. Since the placeholder item in va...
- Wed Oct 16, 2019 8:42 am
- Forum: Implemented mod requests
- Topic: Add rotatable property to artillery projectile
- Replies: 1
- Views: 1206
Add rotatable property to artillery projectile
Normal projectiles have a rotatable property that controls whether the projectile is rotated to match its direction of travel. Artillery projectiles don't have this property but use the behavior by default. While this works well for the vanilla projectile, it looks out of place when using something ...
- Sat Oct 05, 2019 12:56 pm
- Forum: Implemented mod requests
- Topic: Allow LuaEntity.speed to read/change speed for projectiles
- Replies: 2
- Views: 1393
- Tue Sep 17, 2019 6:42 am
- Forum: Implemented mod requests
- Topic: Allow LuaEntity.speed to read/change speed for projectiles
- Replies: 2
- Views: 1393
Allow LuaEntity.speed to read/change speed for projectiles
Please allow the speed of a projectile entity to be read and written during control, preferably through LuaEntity.speed or a similar method. I would like to set the speed of an artillery projectile after being fired (through on_trigger_fired_artillery). Their speed can be set when created through Lu...
- Thu Aug 01, 2019 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.60] Setting the health of an item-with-entity-data to 1.0 doesn't update the item's health
- Replies: 1
- Views: 2044
[posila][0.17.60] Setting the health of an item-with-entity-data to 1.0 doesn't update the item's health
Setting an ItemStack's health to 1.0 via script or command doesn't update the ItemStack's health if the item in question is an item-with-entity-data. Setting the health to any other value works as expected, including setting it from 1.0 to something else, and setting any other item's health to 1.0 a...
- Sat Jul 20, 2019 9:23 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 156524
Re: [0.17] Please post bugs and balance issues here.
Clock has a mod conflict when another mod changes any mod setting via script, even its own. When changed by script, the resulting on_runtime_mod_setting_changed has a player_index of nil. Clock's handler for this event doesn't properly handle this and crashes. Here is the relevant part of the stack ...
- Sat Apr 20, 2019 7:26 am
- Forum: Mods
- Topic: [Mod 0.17] Destructive Deconstruction
- Replies: 0
- Views: 950
[Mod 0.17] Destructive Deconstruction
Mod name: Destructive Deconstruction Version: 0.17.2 Factorio version: 0.17 Author: calcwizard Mod portal: https://mods.factorio.com/mod/destructive-deconstruction Mining machines breaks them, with only some of their components able to be recovered. Deconstructed machines yield half the materials us...