Search found 82 matches
- Sun Apr 13, 2025 11:44 pm
- Forum: This Forum
- Topic: Standalone client updating bug report
- Replies: 2
- Views: 361
Re: Standalone client updating bug report
Edited as requested.
- Tue Mar 25, 2025 4:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.42] Crash loading save with rocket mod removed (map.cpp: removeEntitiesStagedForDeletion)
- Replies: 1
- Views: 1196
[Rseding91] [2.0.42] Crash loading save with rocket mod removed (map.cpp: removeEntitiesStagedForDeletion)
Game crashes on "Mutex lock failed: invalid argument" when loading a save that contains a modded silo&rocket.
Attached is the crash log and a sample save containing the silo from the mod Planet Hoppers. If you load it with only the Space Age mod, the client will crash.
Attached is the crash log and a sample save containing the silo from the mod Planet Hoppers. If you load it with only the Space Age mod, the client will crash.
- Mon Mar 24, 2025 11:32 pm
- Forum: Modding interface requests
- Topic: Event to detect when a cargo pod is launched
- Replies: 3
- Views: 239
Re: Event to detect when a cargo pod is launched
Very well. I have several popular mods which restrict cargo drops under certain conditions and 'right after launch' proved to be the best UX, and while there is performance cost they seem to work fine by scanning the surface and intercepting pods.
- Sun Mar 23, 2025 1:22 pm
- Forum: This Forum
- Topic: Standalone client updating bug report
- Replies: 2
- Views: 361
Standalone client updating bug report
Hi there, would it be possible to move this thread to Bug Reports? viewtopic.php?p=666517#p666517
I originally made this post in Technical Help as I initially wasn't sure if it was simply a problem on my end.
I originally made this post in Technical Help as I initially wasn't sure if it was simply a problem on my end.
- Sat Mar 22, 2025 5:20 pm
- Forum: Technical Help
- Topic: [2.0.20–2.0.41] Standalone client does not update automatically
- Replies: 2
- Views: 480
Re: [2.0.20–2.0.21] Standalone client does not update automatically
For avoidance of doubt, this is the exact configuration used. My standalones have no problem read/writing data for mods or saves based on these configurations.
/Applications/factorio-alt.app/config-path.cfg:
config-path=__PATH__executable__/../config
use-system-read-write-data-directories=false ...
/Applications/factorio-alt.app/config-path.cfg:
config-path=__PATH__executable__/../config
use-system-read-write-data-directories=false ...
- Sat Mar 22, 2025 3:48 pm
- Forum: Technical Help
- Topic: [2.0.20–2.0.41] Standalone client does not update automatically
- Replies: 2
- Views: 480
Re: [2.0.20–2.0.21] Standalone client does not update automatically
(Comment merged into OP.)
- Wed Mar 19, 2025 3:00 pm
- Forum: Modding interface requests
- Topic: Event to detect when a cargo pod is launched
- Replies: 3
- Views: 239
Event to detect when a cargo pod is launched
This seems the biggest gap in the cargo pod APIs and prevents mods from restricting cargo pod launches from space platforms (except by rapidly checking the surface for cargo pods or reacting late to the cargo pod leaving to space platform surface.)
- Mon Mar 17, 2025 3:21 pm
- Forum: Modding interface requests
- Topic: Hidden space platforms
- Replies: 2
- Views: 565
- Sat Mar 15, 2025 6:22 pm
- Forum: Modding interface requests
- Topic: API to cancel rocket launches
- Replies: 1
- Views: 139
Re: API to cancel rocket launches
On reflection, my problem would be solved by this simpler and more useful API: viewtopic.php?t=127527
- Sat Mar 15, 2025 6:22 pm
- Forum: Modding interface requests
- Topic: Silo entity name whitelist for space platform hubs
- Replies: 0
- Views: 574
Silo entity name whitelist for space platform hubs
An optional whitelist field for space platform hub prototypes, specifying which rocket silo entities are allowed to launch to that space platform, would enable modded rocket silos that can supply certain planets for a lower cost (and other special behavior).
This is currently impossible because ...
This is currently impossible because ...
- Sat Mar 15, 2025 6:11 pm
- Forum: Modding interface requests
- Topic: API to cancel rocket launches
- Replies: 1
- Views: 139
API to cancel rocket launches
Currently it is impossible to build scripted space platforms whose logistic requests can only be fulfilled by a certain type of rocket.
This fact prevents a variety of useful mods. For example, since it is impossible to introduce a modded rocket silo wired to fulfill the logistic requests of the ...
This fact prevents a variety of useful mods. For example, since it is impossible to introduce a modded rocket silo wired to fulfill the logistic requests of the ...
- Tue Mar 11, 2025 5:16 am
- Forum: Modding interface requests
- Topic: Asteroid movement direction
- Replies: 0
- Views: 136
Asteroid movement direction
Ideally we could make player-force asteroids that travel upwards, fighting the dastardly enemy asteroids that travel downwards.
- Mon Mar 10, 2025 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.35] Crash placing stone brick (BuildCheckResult.cpp)
- Replies: 5
- Views: 1439
- Sun Mar 09, 2025 3:47 pm
- Forum: Modding interface requests
- Topic: Hidden space platforms
- Replies: 2
- Views: 565
Hidden space platforms
It would be useful to be able to hide space platforms from the sidebar GUI and the manual rocket launch GUI.
This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly.
This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly.
- Sun Mar 09, 2025 3:00 am
- Forum: Modding discussion
- Topic: Using space age assets in mods.
- Replies: 9
- Views: 1805
Re: Using space age assets in mods.
Of course. Xorimuth’s note aside, you can’t take assets from commercial games made by professional artists and use them unlicensed, that devalues the artist’s work.
- Fri Mar 07, 2025 10:58 pm
- Forum: Modding interface requests
- Topic: Allow set_passenger to be used on cargo pods
- Replies: 3
- Views: 265
Re: Allow set_passenger to be used on cargo pods
Understandably one may think this tricky to implement as the player may have items in their inventories.
Personally I would be satisfied with an API which returns true only if the attempt to have the player enter the rocket was successful.
Personally I would be satisfied with an API which returns true only if the attempt to have the player enter the rocket was successful.
- Fri Mar 07, 2025 10:52 pm
- Forum: Not a bug
- Topic: [2.0.19] a hidden platform still shows in the remote view sidebar
- Replies: 4
- Views: 531
Re: [2.0.19] a hidden platform still shows in the remote view sidebar
To clarify, I already have two mods [ 1 , 2 ] which launch directly from planet to planet.
They suffer from two limitations relating to the GUI:
1. Although it is possible to make script-controlled space platforms whose inventory and logistic requests mimic a cargo landing pad on another planet ...
They suffer from two limitations relating to the GUI:
1. Although it is possible to make script-controlled space platforms whose inventory and logistic requests mimic a cargo landing pad on another planet ...
- Fri Mar 07, 2025 2:56 am
- Forum: Won't implement
- Topic: HTTP requests
- Replies: 2
- Views: 267
HTTP requests
I would like to be able to send simple HTTP requests for the purpose of creating ingame leaderboards, ideally signed by the user and including a hash of the modlist and mod file contents.
- Fri Mar 07, 2025 2:44 am
- Forum: Not a bug
- Topic: [2.0.19] a hidden platform still shows in the remote view sidebar
- Replies: 4
- Views: 531
Re: [2.0.19] a hidden platform still shows in the remote view sidebar
Being unable to hide platforms restricts the possibilities with rocket silo mods.
It seems currently impossible to seamlessly make rocket silos that have custom launch behavior (eg to other planets) or can support logistic requests to other entities in the game.
It seems currently impossible to seamlessly make rocket silos that have custom launch behavior (eg to other planets) or can support logistic requests to other entities in the game.
- Fri Mar 07, 2025 1:02 am
- Forum: Duplicates
- Topic: [2.0.39] set_surface_hidden has no effect on space platform surfaces
- Replies: 1
- Views: 105
[2.0.39] set_surface_hidden has no effect on space platform surfaces
If you call this on a player's force with a planet surface, the planet becomes hidden in the Planets list. If you call it on a space platform surface, the space platform still appears in the Platforms list.