Search found 41 matches
- 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...
- 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...
- 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 ...
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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),{})...
- 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 ...
- 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 "...
- 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. μλ
is written in batch ...
- 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.
I can't find it anyone asking about that on this forum.
- 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