Search found 41 matches

by x2605
Sun Aug 30, 2020 4:22 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] on_gui_switch_state_changed not fires as expected after loading save
Replies: 1
Views: 2705

[1.0.0] on_gui_switch_state_changed not fires as expected after loading save

Bug summary : on_gui_switch_state_changed will not fires after loading game when clicking the switch that has left visible when saved before. I made an scenario to help you reproduce bug. Extract contents in scenario folder and try to play it. Reproducing procedure with custom scenario : 1. Open swi...
by x2605
Wed Aug 26, 2020 10:03 am
Forum: Modding help
Topic: How to detect whether character's vehicle fired single shot?
Replies: 1
Views: 754

How to detect whether character's vehicle fired single shot?

I'm trying to make custom artillery vehicle. My objective : - Make vehicle not to react to global artillery-targeting-remote. - No automatic fire. - Only react to custom remote used inside of vehicle. Remote cannot invoke other same types of vehicle. - Can fire directly with fire button, like normal...
by x2605
Tue Aug 25, 2020 1:29 pm
Forum: Modding interface requests
Topic: Spider-vehicle surface teleport
Replies: 5
Views: 1718

Re: Spider-vehicle surface teleport

Yep. I also don't know why... I guess it is not prepared "yet". But you may can "teleport" that via - Check existing spider-vehicle s with LuaSurface::find_entities_filtered at around of destination position in destination surface. - Do LuaSurface::clone_entities for teleporting ...
by x2605
Tue Aug 25, 2020 11:50 am
Forum: Not a bug
Topic: [1.0.0] script can't connect power-switch to pole with copper wire
Replies: 4
Views: 1268

Re: [1.0.0] script can't connect power-switch to pole with copper wire

boskid wrote: ↑
Tue Aug 25, 2020 11:46 am
They were introduced somewhere around 0.15.24 when exporting PowerSwitch wires for blueprint string was added.
Aha, I got it. Thank you for letting me know that.
by x2605
Tue Aug 25, 2020 10:52 am
Forum: Implemented mod requests
Topic: Add API for power-switch to connect to poles with copper-wire
Replies: 1
Views: 934

Add API for power-switch to connect to poles with copper-wire

I thought it is a bug because there is definition about relationship of power-switch to copper-wire in API, https://lua-api.factorio.com/latest/defines.html#defines.wire_connection_id but a staff said it is not a bug. https://forums.factorio.com/viewtopic.php?p=508991#p508991 I recognize the omissio...
by x2605
Tue Aug 25, 2020 10:45 am
Forum: Not a bug
Topic: [1.0.0] script can't connect power-switch to pole with copper wire
Replies: 4
Views: 1268

Re: [1.0.0] script can't connect power-switch to pole with copper wire

Unfortunately what you are trying to do is outside of the current specification for the connect_neighbour so its Not a bug. For connecting copper wires right now it can only handle connecting 2 electric poles. https://lua-api.factorio.com/latest/defines.html#defines.wire_connection_id If they are n...
by x2605
Mon Aug 24, 2020 11:55 pm
Forum: Modding help
Topic: How to hide "artillery-flare" particle to other force?
Replies: 3
Views: 824

Re: How to hide "artillery-flare" particle to other force?

I found a way. When using arty remote, remove original flare, and make a flare again at skyhigh(height=2147483648) to make it never get in player's screen. (And even moving up high, vertical_speed=2147483648) To show target to specific players, place a entity which can have "render_player_index...
by x2605
Mon Aug 24, 2020 10:03 pm
Forum: Won't implement
Topic: Attach tag to entity via scripting
Replies: 1
Views: 996

Attach tag to entity via scripting

Exclusive "tag" for entity is attachable from Map Editor(/editor). And accessible via game.get_entity_by_tag(tag) https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.get_entity_by_tag But I can't find any way to "write tag" via script. If it's not exist, add it p...
by x2605
Mon Aug 24, 2020 9:50 pm
Forum: Mod portal Discussion
Topic: A way to publish only scenarios?
Replies: 0
Views: 824

A way to publish only scenarios?

I found some people uploaded vanilla scenarios on Mod Portal such as https://mods.factorio.com/mod/JNF https://mods.factorio.com/mod/oarc-mod They are mimicked as mod and published, but do not modify any mechanisms or prototypes in game. And also, even thought they are not modify anything, forces cl...
by x2605
Sun Aug 23, 2020 10:32 pm
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 22
Views: 7969

Re: Spidertrons need to be damaged by explosions

Both of which (in vanilla) are PvP specific damage types. Oh, yes it is. Then I think spidertron pvp balance is incomplete and buggy. Because arties still try to aim and attack spidertron automatically but cannot damage it. It's silly. Opponent arties are just wasting shells to nothing. Arty-spider...
by x2605
Sun Aug 23, 2020 10:22 pm
Forum: Modding help
Topic: How to hide "artillery-flare" particle to other force?
Replies: 3
Views: 824

How to hide "artillery-flare" particle to other force?

I found a way to force artillery to attack any given position via scripting way. <SOME_LuaSurface>.create_entity{ position = <TARGET_POSITION>, force = <ENEMY_FORCE>, name = 'artillery-flare', frame_speed=0, vertical_speed=0, height=0, movement={0,0}} It's creating entity with these parameters. But ...
by x2605
Sun Aug 23, 2020 12:36 pm
Forum: Maps and Scenarios
Topic: Tank PVP Scenario (for 1.0)
Replies: 0
Views: 2395

Tank PVP Scenario (for 1.0)

github : https://github.com/x2605/factorio-tank-pvp/releases I made a scenario (non-modded) which encourages to drive vehicles and hunt eachother. Map description : - You will get a tank once you join the map, eject character from vehicles not possible. - If vehicle get killed, you will die. - In Fr...
by x2605
Sun Aug 23, 2020 11:37 am
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 22
Views: 7969

Spidertrons need to be damaged by explosions

Currently due to spidertron's torso have no collision mask, spider is completely immune to almost every explosive attacks, such as grenades, tank-cannons, railgun, landmine, shotguns, tank-flamethrower, artillery fire, explosive-rocket(only splash part ignored), and flamethrowers(only flame on groun...
by x2605
Sat Aug 22, 2020 4:59 pm
Forum: Not a bug
Topic: [1.0.0] script can't connect power-switch to pole with copper wire
Replies: 4
Views: 1268

[1.0.0] script can't connect power-switch to pole with copper wire

I think connecting power-switch with electric-pole with copper-wire via scripting is not possible. Here is some snippet for quick chat command (use it when player is on empty ground with some space) /silent-command local p = game.player local pos = p.surface.find_non_colliding_position( 'rocket-silo...
by x2605
Sat Aug 22, 2020 2:11 pm
Forum: Modding help
Topic: What event fires when player explode cliff?
Replies: 3
Views: 836

Re: What event fires when player explode cliff?

When i'm unsure what events are firing i just have them printed to console: /c local rev = function(a,b) for k,v in pairs(a) do b[v]=k end return b end local del = function(a,b) for _,k in pairs(a) do b[k]=nil end return b end local nam = rev(del({'on_tick','on_chunk_generated'},defines.events),{})...
by x2605
Sat Aug 22, 2020 2:51 am
Forum: Modding interface requests
Topic: Make event.final_health can be negative in on_entity_damaged event.
Replies: 1
Views: 872

Make event.final_health can be negative in on_entity_damaged event.

I'm making vanilla multiplay scenario. (really don't want people(including me) to restart entire factorio when switching between servers or their own saved games, so i'm making it in vanilla) Due to api doesn't support modifying resistance or max_health parameters(locked in prototypes), I'm relying ...
by x2605
Thu Aug 20, 2020 4:47 am
Forum: Minor issues
Topic: [1.0.0] becoming spectator makes "player.opened=nil" but not fires "on_gui_closed" event
Replies: 1
Views: 1165

[1.0.0] becoming spectator makes "player.opened=nil" but not fires "on_gui_closed" event

becoming spectator using player.character.destroy() -- or player.set_controller{type = defines.controllers.spectator} --or other ghost modes... player.character.die() -- or just killed by something and lose body closes built-in guis and makes "player.opened = nil" but not fires event "...
by x2605
Fri Aug 14, 2020 3:32 am
Forum: Technical Help
Topic: Unicode stdin is misread in server console of Windows version?
Replies: 0
Views: 412

Unicode stdin is misread in server console of Windows version?

I don't know what's wrong with both windows cmd and powershell 5.1 input. Factorio.exe running in headless mode looks like doesn't accept unicode(?) stdin from direct typing through cmd or powershell console. Here are some output. Batch file is written in UTF8noBOM echo text. μ•ˆλ…• is written in batch ...
by x2605
Mon Aug 03, 2020 7:09 am
Forum: Modding help
Topic: What event fires when player explode cliff?
Replies: 3
Views: 836

What event fires when player explode cliff?

I can't find it from API site.
I can't find it anyone asking about that on this forum.
by x2605
Sat Aug 01, 2020 9:33 am
Forum: Modding interface requests
Topic: Add in-game rewritable property "gui_mode" for infinity containers
Replies: 2
Views: 712

Re: Add in-game rewritable property "gui_mode" for infinity containers

Rseding91 wrote: ↑
Fri Jul 31, 2020 7:34 pm
Why not just set them to "all" in the prototype?
because i think to make it possible to switch it on/off per entity during game is better.

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