Search found 1449 matches
- Sun Aug 20, 2023 4:57 pm
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 741
Re: "Force" on Damage Question
Thanks Deadlock989
- Wed Aug 16, 2023 8:48 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 1133
Re: Check in Entity Exists in Control
Thanks Bilka!
- Wed Aug 16, 2023 4:29 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 1133
Re: Check in Entity Exists in Control
Hi,
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
- Mon Aug 14, 2023 11:20 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 1133
Re: Check in Entity Exists in Control
Okay, not exactly sure how to do that. I tried the following, but that gave me an error: NE_Enemies.Settings.NE_Biter_Breeder = settings.startup["NE_Biter_Breeder"].value NE_Enemies.Settings.NE_Spitter_Breeder = settings.startup["NE_Spitter_Breeder"].value NE_Enemies.Settings.NE_...
- Mon Aug 14, 2023 5:31 pm
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 741
"Force" on Damage Question
Hi, What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff? I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is. -- Stream Spitters - Fire Streams (hydralisk) function Spitter_Att...
- Mon Aug 14, 2023 5:10 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 1133
Check in Entity Exists in Control
Hi, I have a function in Control that randomly selects a unit to spawn. However, there is an option to remove enemies from the game, so they will no longer be valid entities in my table. How can I check to make sure they exist? Here is my function with enemy possibilities that I need to check for. T...
- Fri Aug 04, 2023 2:26 pm
- Forum: Texture Packs
- Topic: [Request] Custom Enemies
- Replies: 2
- Views: 2403
Re: [Request] Custom Enemies
Thanks Tserup!
I'll definitely ask for some of your help in the future.
Thanks for contributing to the Factorio community.
I'll definitely ask for some of your help in the future.
Thanks for contributing to the Factorio community.
- Mon Jul 31, 2023 6:45 pm
- Forum: Not a bug
- Topic: [1.1.88] Fail to load past 9%
- Replies: 3
- Views: 1149
Re: [1.1.88] Fail to load past 9%
Thanks for looking into this, really appreciate it.
Sorry for posting it as a bug.
Sorry for posting it as a bug.
- Fri Jul 28, 2023 1:42 pm
- Forum: Not a bug
- Topic: [1.1.88] Fail to load past 9%
- Replies: 3
- Views: 1149
[1.1.88] Fail to load past 9%
Hi, I have a bit of a weird bug report here. I recently updated my mod, adding in a some new graphics. When loading the game with the new graphics, Natural_Evolution_Enemies_1.1.21.zip, the game does not get past 9% loading. https://imgur.com/Rg7EIQ0.png Works fine with the version before the graphi...
- Tue Jul 25, 2023 5:53 pm
- Forum: Texture Packs
- Topic: [Request] Custom Enemies
- Replies: 2
- Views: 2403
[Request] Custom Enemies
Hi,
I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.
I saw Tserup did some great work, but don’t have his contact info.
Any recommendations to get some?
Thanks
I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.
I saw Tserup did some great work, but don’t have his contact info.
Any recommendations to get some?
Thanks
- Wed Jul 19, 2023 8:05 pm
- Forum: Modding help
- Topic: Log for QC
- Replies: 1
- Views: 607
Log for QC
Hi, It's been a long time since I really did any modding work and I can't seem to find the log that the game generates with all the Entities and their properties. I think it was a text file that contained all the entities and properties/flags of the entities. Do I need to enable it somehow? Could so...
- Fri Jun 30, 2023 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2219
Re: [1.1.86] Crash, LocalisedString logic error
I found the issue.
I installed this de-bug mod, and it caused the issue.
"_debug_1.1.0.zip"
When deleting this, it works.
Not sure why this caused a crash.
Thanks for looking into this.
I installed this de-bug mod, and it caused the issue.
"_debug_1.1.0.zip"
When deleting this, it works.
Not sure why this caused a crash.
Thanks for looking into this.
- Fri Jun 30, 2023 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2219
Re: [1.1.86] Crash, LocalisedString logic error
Okay, so I had a little more time to test.
It seems that the culprit might be Bio_Industries
(Yeah, it happens to be my mod... )
The mod does not crash by itself, but with all other mods running, it is... not sure what interaction would cause this.
Hope this helps.
It seems that the culprit might be Bio_Industries
(Yeah, it happens to be my mod... )
The mod does not crash by itself, but with all other mods running, it is... not sure what interaction would cause this.
Hope this helps.
- Fri Jun 30, 2023 3:03 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2219
Re: [1.1.86] Crash, LocalisedString logic error
I've narrowed it down to one of these mods causing the error.
Ran out of time to determine who the culprit is...
Ran out of time to determine who the culprit is...
- Fri Jun 30, 2023 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2219
Re: [1.1.86] Crash, LocalisedString logic error
Here you go.
- Fri Jun 30, 2023 12:20 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2219
[1.1.86] Crash, LocalisedString logic error
Hi, I'm getting a CTD when trying to Load a Save or Starting a New Game. This is a heavily modded game. I've not played in a few days and I believe there has been an Factorio Update since I played last time. I'm not sure what's causing the crash. Please see attached logs and let me know if I can pro...
- Wed Jun 28, 2023 8:20 pm
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 2409
Re: Loot Question
Thanks so much Pi-C, I would never have been able to get to this with my mucking around. Yes, the timing is only for testing. As for what I'm trying to accomplish... well, worms must come from somewhere... Beofre: https://imgur.com/BtjhUpZ.png After: https://imgur.com/IWMNn8k.png Better pick up thos...
- Tue Jun 27, 2023 4:47 pm
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 2409
Re: Loot Question
I really don't know what I'm doing wrong here, but I can't seem to find any of the Artifacts or the ground. I tweaked this a 10 times and actually did find some at a point, but it was inconsistent. If anyone could please point out my coding error below and help with adding the found items to a globa...
- Tue Jun 27, 2023 3:30 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 2409
Re: Loot Question
Yeah, I thought that might be the way to go. Why is the following not removing/deleting the records in the table? Big_Artifacts.artifact.destroy() Big_Artifacts.artifact = nil Big_Artifacts.time = nil Big_Artifacts.surface = nil Big_Artifacts.position = nil I thought that would remove the entry from...
- Mon Jun 26, 2023 8:11 pm
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 2409
Re: Loot Question
Unfortunately, this does not seem to work exactly correct. Each time the loot triggers, it's captured, but only once per loot activation and not for each loot created. Sample As you can see from the screen shot, 3 nests were destroyed. Artifacts dropped, but only 3 instances were recorded as being a...