Search found 1449 matches

by TheSAguy
Sun Aug 20, 2023 4:57 pm
Forum: Modding help
Topic: "Force" on Damage Question
Replies: 2
Views: 448

Re: "Force" on Damage Question

Thanks Deadlock989
by TheSAguy
Wed Aug 16, 2023 8:48 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 672

Re: Check in Entity Exists in Control

Thanks Bilka!
by TheSAguy
Wed Aug 16, 2023 4:29 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 672

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.
by TheSAguy
Mon Aug 14, 2023 11:20 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 672

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_...
by TheSAguy
Mon Aug 14, 2023 5:31 pm
Forum: Modding help
Topic: "Force" on Damage Question
Replies: 2
Views: 448

"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...
by TheSAguy
Mon Aug 14, 2023 5:10 pm
Forum: Modding help
Topic: Check in Entity Exists in Control
Replies: 5
Views: 672

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...
by TheSAguy
Fri Aug 04, 2023 2:26 pm
Forum: Texture Packs
Topic: [Request] Custom Enemies
Replies: 2
Views: 1705

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.
by TheSAguy
Mon Jul 31, 2023 6:45 pm
Forum: Not a bug
Topic: [1.1.88] Fail to load past 9%
Replies: 3
Views: 815

Re: [1.1.88] Fail to load past 9%

Thanks for looking into this, really appreciate it.

Sorry for posting it as a bug.
by TheSAguy
Fri Jul 28, 2023 1:42 pm
Forum: Not a bug
Topic: [1.1.88] Fail to load past 9%
Replies: 3
Views: 815

[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...
by TheSAguy
Tue Jul 25, 2023 5:53 pm
Forum: Texture Packs
Topic: [Request] Custom Enemies
Replies: 2
Views: 1705

[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
by TheSAguy
Wed Jul 19, 2023 8:05 pm
Forum: Modding help
Topic: Log for QC
Replies: 1
Views: 386

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...
by TheSAguy
Fri Jun 30, 2023 3:11 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 1482

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.
by TheSAguy
Fri Jun 30, 2023 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 1482

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... :roll: )

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.
by TheSAguy
Fri Jun 30, 2023 3:03 am
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 1482

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...

Image
by TheSAguy
Fri Jun 30, 2023 12:20 am
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash, LocalisedString logic error
Replies: 6
Views: 1482

[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...
by TheSAguy
Wed Jun 28, 2023 8:20 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1583

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...
by TheSAguy
Tue Jun 27, 2023 4:47 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1583

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...
by TheSAguy
Tue Jun 27, 2023 3:30 am
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1583

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...
by TheSAguy
Mon Jun 26, 2023 8:11 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1583

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...

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