Search found 44 matches
- Sun Jun 27, 2021 11:24 pm
- Forum: Won't implement
- Topic: More than 1 instance of "tile-effect"
- Replies: 4
- Views: 1847
More than 1 instance of "tile-effect"
It would be quite nice to be able to have multiple tile-effects, so that water can still keep it's own effect, but other liquids added by mods (lava lakes, oil lakes, etc.) are able to have animations as well. It could also be used for adding a slight waving animation for grass tiles. Currently &quo...
- Mon Apr 19, 2021 11:44 pm
- Forum: Modding interface requests
- Topic: Requesting an event for when a cutscene ends
- Replies: 5
- Views: 1623
Re: Requesting an event for when a cutscene ends
There's nothing wrong with that per se, you're right I could just keep track of how many waypoints there are and store that in a global like I'm doing for the waypoint target and other various data. My specific use case is that since I already store lots of things in global, I want to nil them all w...
- Mon Apr 19, 2021 6:51 pm
- Forum: Modding interface requests
- Topic: Character corpse arbitrary color support
- Replies: 5
- Views: 1609
Re: Character corpse arbitrary color support
+1, bump. I would like to have a rainbow of character corpses scattered about
- Mon Apr 19, 2021 6:48 pm
- Forum: Modding interface requests
- Topic: Requesting an event for when a cutscene ends
- Replies: 5
- Views: 1623
Requesting an event for when a cutscene ends
Re: viewtopic.php?f=30&t=97943
I would like to formally request that on_cutscene_cancelled() be called when a cutscene ends on its own, OR we get a separate event (e.g. on_cutscene_ended) for when a cutscene ends without being cancelled.
Thanks
I would like to formally request that on_cutscene_cancelled() be called when a cutscene ends on its own, OR we get a separate event (e.g. on_cutscene_ended) for when a cutscene ends without being cancelled.
Thanks
- Mon Apr 19, 2021 4:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
- Replies: 1
- Views: 1196
[Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
The lua-api says that the on_cutscene_cancelled event is "Called when a cutscene finishes on its own or is cancelled by the player or by script" but it does not appear to be called when a cutscene finished on its own. steps to reproduce: 1. listen to the event script.on_event(defines.event...
- Mon Mar 15, 2021 11:57 pm
- Forum: Modding interface requests
- Topic: Enable achievement popups during cutscenes
- Replies: 0
- Views: 616
Enable achievement popups during cutscenes
Currently if a player is in a cutscene, achievements can still be unlocked but players will not see the popup and the sound will not play. I request that newly unlocked achievement popups are shown to players who are in cutscenes. Alternatively, an option to add "shown-while-in-cutscene" b...
- Mon Mar 15, 2021 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Enable achievement popups during cutscenes
- Replies: 4
- Views: 1650
Re: Enable achievement popups during cutscenes
How does this happen? What cutscenes are there, once the game is started? vanilla doesn't have any except the crash-site cutscene in the beginning, but mods can add cutscenes like my "trainsaver" mod- it uses cutscenes targeting various trains to create a "screensaver". I'd like...
- Fri Mar 12, 2021 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Reset individual mod settings button
- Replies: 5
- Views: 2144
Re: Reset individual mod settings button
+1, I would like this also. Just adding a "reset" button on the right side across from the mod name (setting header) would be great.
- Mon Mar 08, 2021 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Enable achievement popups during cutscenes
- Replies: 4
- Views: 1650
Enable achievement popups during cutscenes
TL;DR Allow achievement popups and sound to be shown/played while player is in a cutscene. What ? Currently if a player is in a cutscene, achievements can still be unlocked but players will not see the popup and the sound will not play. I suggest that newly unlocked achievement popups are shown to ...
- Sat Jan 16, 2021 4:41 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.11] crash when clicking tips and tricks gui while in a cutscene
- Replies: 1
- Views: 1948
[1.1.11] crash when clicking tips and tricks gui while in a cutscene
While viewing a cutscene, every now and again the tips and tricks gui will popup in the corner. Usually it's just there and doesn't open anything when you click on it. However if you are playing multiplayer and are not the host, clicking the gui does open the tips and tricks dialogue, and then facto...
- Wed Dec 02, 2020 4:57 pm
- Forum: Duplicates
- Topic: [1.1.3] Crash mac multiplayer
- Replies: 5
- Views: 2081
Re: [1.1.3] Crash mac multiplayer
Yep, looks like the same thing to me. The first couple times my copy/paste had splitters (I was duplicating a 4-4 balancer), but it has also happened when copy/paste only had mining drills, power poles, and transport belts (trying to expand stone mining)
- Wed Dec 02, 2020 6:45 am
- Forum: Duplicates
- Topic: [1.1.3] Crash mac multiplayer
- Replies: 5
- Views: 2081
Re: [1.1.3] mac multiplayer unexpected error crash
Well, it just happened again. Both times I had just copied something and quickly moved the mouse away from what I copied, planning on pasting it nearby. (also, the log says I have macOS 10.16.0, but I have macOS Big Sur 11.0.1. Not sure what's going on there) factorio-current.log: 0.000 2020-12-01 2...
- Wed Dec 02, 2020 6:32 am
- Forum: Duplicates
- Topic: [1.1.3] Crash mac multiplayer
- Replies: 5
- Views: 2081
[1.1.3] Crash mac multiplayer
I was hosting a modded multiplayer map and factorio crashed. I have no ideas on how to replicate or what caused it. factorio-current.log: 0.001 2020-12-01 21:37:13; Factorio 1.1.3 (build 57185, mac, steam) 0.001 Operating system: macOS 10.16.0 0.001 Program arguments: "/Users/asher/Library/Appl...
- Wed Nov 25, 2020 6:31 am
- Forum: Duplicates
- Topic: [1.1.0] Cannot browse multiplayer lobby or download mods
- Replies: 2
- Views: 921
Re: [1.1.0] Cannot browse multiplayer lobby or download mods
Oh thanks. Good to know it's fixed Somehow my searching failed me
- Wed Nov 25, 2020 6:19 am
- Forum: Duplicates
- Topic: [1.1.0] Cannot browse multiplayer lobby or download mods
- Replies: 2
- Views: 921
[1.1.0] Cannot browse multiplayer lobby or download mods
I have steam/mac version of factorio. Multiplayer lobby displays an error (picture below) and won't load multiplayer servers. I also am unable to update or download any mods from the in-game portal. https://i.ibb.co/TTkv35z/Screen-Shot-2020-11-24-at-22-03-44.png In the factorio-current.log you can s...
- Mon Nov 23, 2020 4:01 am
- Forum: Ideas and Suggestions
- Topic: Don't allow players to see servers they are unable to join.
- Replies: 15
- Views: 2523
Re: Don't allow players to see servers they are unable to join.
+1, this would be a welcome addition to the multiplayer server list
- Sun Nov 22, 2020 11:18 pm
- Forum: Modding interface requests
- Topic: Request to allow defining an optional start_target instead of start_position when setting player controller to cutscene
- Replies: 1
- Views: 647
Request to allow defining an optional start_target instead of start_position when setting player controller to cutscene
TL;DR When setting player controller to cutscene, I would like to be able to set the start_position to an entity target, like you can do with waypoints (position or target). What ? Currently, the start_position of a cutscene can only be a position, but individual waypoints can have either a target ...
- Fri Oct 30, 2020 4:37 pm
- Forum: Ideas and Suggestions
- Topic: More precise GUI scaling options
- Replies: 2
- Views: 620
More precise GUI scaling options
TL;DR Request to let users set GUI scale to more precise values than just 75%, 100%, etc. What ? I would really like to set the GUI scale to 80, 85, or 90%. I have a Macbook Pro and with GUI scale at 100% things like the hotbar and alerts can overlap the armor slot/battery display, but at GUI scale...
- Fri Oct 30, 2020 4:02 pm
- Forum: Not a bug
- Topic: [1.0.0] Factorio crashes when creating a cutscene with a waypoint beyond the map limit
- Replies: 3
- Views: 1072
Re: [1.0.0] Factorio crashes when creating a cutscene with a waypoint beyond the map limit
I thought that might be the case Thanks
- Fri Oct 30, 2020 5:18 am
- Forum: Not a bug
- Topic: [1.0.0] Factorio crashes when creating a cutscene with a waypoint beyond the map limit
- Replies: 3
- Views: 1072
[1.0.0] Factorio crashes when creating a cutscene with a waypoint beyond the map limit
I've been playing around with cutscenes lately and was wondering what happens when I make a waypoint far beyond the map limit. Today I found out that the game crashes. steps to reproduce: 1. load or start a new save game 2. run the following command: game.players["PLAYER_NAME"].set_control...