Search found 68 matches
- Fri Nov 01, 2024 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [strangepan] [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
- Replies: 2
- Views: 2428
[strangepan] [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
I've encountered an issue where the legs of my tiny spidertrons can get stuck, like they're pinned to the ground. To be honest I'm still not completely sure what's causing it, but I think it happens when they collide with something. Once that collision occurs, the leg is then forever un-moveable ...
- Sun Oct 27, 2024 7:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
- Replies: 4
- Views: 1883
[Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
In Factorio 1.1 when overwriting the cutscene controller with new waypoints, if the first waypoint had `zoom = nil` then the zoom value from the previous waypoint would be used. In 2.0.11 this behavior has changed, so if the first waypoint has no zoom the camera will go way in.
I assume (and hope ...
I assume (and hope ...
- Thu Aug 08, 2024 4:37 pm
- Forum: Modding interface requests
- Topic: Allow cross-surface cutscenes
- Replies: 2
- Views: 797
Allow cross-surface cutscenes
With the impending Space Age expansion adding more planets to explore, it would be really nice to be able to create cutscenes showing entities on surfaces other than the one the engineer is currently on.
This has been a long-requested feature from SE players for my trainsaver mod, and I’m certain ...
This has been a long-requested feature from SE players for my trainsaver mod, and I’m certain ...
- Tue Jun 18, 2024 5:56 am
- Forum: Implemented mod requests
- Topic: Add forced_value property for color mod settings
- Replies: 2
- Views: 633
Add forced_value property for color mod settings
https://wiki.factorio.com/Tutorial:Mod_settings#color-setting
Can you please add a forced_value property to color mod settings? Exactly the same as it's done for bool-setting (only loaded if hidden = true)
This would allow mod_a to overwrite mod_b's hidden color-setting without the player needing ...
Can you please add a forced_value property to color mod settings? Exactly the same as it's done for bool-setting (only loaded if hidden = true)
This would allow mod_a to overwrite mod_b's hidden color-setting without the player needing ...
- Fri Nov 17, 2023 8:10 am
- Forum: Not a bug
- Topic: [1.1.97] get_upgrade_direction() returns the current direction for loaders
- Replies: 1
- Views: 753
[1.1.97] get_upgrade_direction() returns the current direction for loaders
Steps to reproduce:
1. load a new save
2. place a loader somewhere
4. select the loader with the cursor and run the command /c game.print(game.player.selected.direction)
5. the game prints the direction
6. place a ghost loader going the opposite direction on top of the existing loader
7. select the ...
1. load a new save
2. place a loader somewhere
4. select the loader with the cursor and run the command /c game.print(game.player.selected.direction)
5. the game prints the direction
6. place a ghost loader going the opposite direction on top of the existing loader
7. select the ...
- Wed Sep 20, 2023 6:06 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.91] on_entity_color_changed event is not raised when the new color is nil
- Replies: 1
- Views: 1660
[1.1.91] on_entity_color_changed event is not raised when the new color is nil
It appears the on_entity_color_changed event is not raised when the new color of an entity is nil. It would be nice if it did; a change from something to nothing is still a change.
My use-case for this is: I want to cache the colors of entities so I don't need to access entity.color over and over ...
My use-case for this is: I want to cache the colors of entities so I don't need to access entity.color over and over ...
- Sun Sep 17, 2023 3:52 am
- Forum: Modding interface requests
- Topic: Change player.character_loot_pickup_distance_bonus from uint to double
- Replies: 1
- Views: 732
Change player.character_loot_pickup_distance_bonus from uint to double
The character_loot_pickup_distance_bonus in LuaControl is limited to a uint, while the character_loot_pickup_bonus in LuaForce gets to be a double.
https://lua-api.factorio.com/latest/classes/LuaControl.html#character_loot_pickup_distance_bonus
https://lua-api.factorio.com/latest/classes/LuaForce ...
https://lua-api.factorio.com/latest/classes/LuaControl.html#character_loot_pickup_distance_bonus
https://lua-api.factorio.com/latest/classes/LuaForce ...
- Thu Sep 07, 2023 6:26 am
- Forum: Implemented mod requests
- Topic: Add a localized_name to Surfaces
- Replies: 2
- Views: 985
Add a localized_name to Surfaces
I would like to specify a LocalisedString to be displayed for a surface when it is referred to, maybe it can be defined as a parameter in game.create_surface(), or a read/write member of LuaSurface.
This would allow a mod to add locale for a surface name, and other mods could use that locale when ...
This would allow a mod to add locale for a surface name, and other mods could use that locale when ...
- Fri Sep 01, 2023 8:27 am
- Forum: Modding interface requests
- Topic: Make scenario locale files available for error()
- Replies: 0
- Views: 505
Make scenario locale files available for error()
I'm working on a mod that adds a scenario. The mod makes some data stage changes that are required for the scenario. Because the scenario can be saved and then easily or accidentally loaded without the mod enabled, I want to add a localised error message if the mod is not enabled.
-- example_mod ...
-- example_mod ...
- Tue Aug 15, 2023 2:14 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] script-created projectiles don't attribute damage to the specified source
- Replies: 2
- Views: 1877
- Mon Aug 14, 2023 9:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] script-created projectiles don't attribute damage to the specified source
- Replies: 2
- Views: 1877
[1.1.88] script-created projectiles don't attribute damage to the specified source
I am trying to make a sort of automatic rocket launcher ability. I expect that setting the "source" of the created rocket projectile entity to the player character should attribute the rocket's damage to the character, however in the on_entity_died event, the cause is missing.
Steps to reproduce:
1 ...
Steps to reproduce:
1 ...
- Mon Jul 03, 2023 8:01 pm
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 2222
Re: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
So... the issues does appear to be caused by the more fonts mod, but I don't know what in the font files would be causing it, maybe a missing glyph for new-line? I'll need to look into it more, but this topic can be closed 
- Sun Jul 02, 2023 9:19 pm
- Forum: Implemented mod requests
- Topic: Add event for when a unit_group is destroyed
- Replies: 2
- Views: 1386
Add event for when a unit_group is destroyed
TL;DR
The ability to know when a unit group is destroyed, via something like defines.events.on_unit_group_destroyed or register_on_unit_group_destroyed()
Why ?
When a cutscene target dies or is destroyed, the camera abruptly teleports to 0,0. In my trainsaver mod, to prevent this I register the ...
The ability to know when a unit group is destroyed, via something like defines.events.on_unit_group_destroyed or register_on_unit_group_destroyed()
Why ?
When a cutscene target dies or is destroyed, the camera abruptly teleports to 0,0. In my trainsaver mod, to prevent this I register the ...
- Wed Mar 29, 2023 9:22 pm
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 2222
Re: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
Oh… lol to be honest I forgot that was enabled. I bet that‘s it, I’ll disable it later when I get home and see but I’m pretty sure that’s the cause
- Wed Mar 29, 2023 2:59 am
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 2222
Re: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
some screenshots for reference:
the in-game mod manage page:
[ backstory: this is what I originally wanted, but the bold font and other rich text tags obviously didn't work on the online mod portal page, so I edited the summary on the mod portal to clean up all the rich text tags, see second ...
the in-game mod manage page:
[ backstory: this is what I originally wanted, but the bold font and other rich text tags obviously didn't work on the online mod portal page, so I edited the summary on the mod portal to clean up all the rich text tags, see second ...
- Tue Mar 28, 2023 11:48 pm
- Forum: Pending
- Topic: [Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
- Replies: 4
- Views: 2222
[Mod Portal, 1.1.76] New lines in mod portal summary add a box character in the ingame install tab
The mod portal mod summary does not appear to respect \n new line markers, and when creating new lines with the enter/return key an empty box appears in the summary of the mod's in-game install page.
I want to be able to create nice legible summaries that appear the same on the mod portal and the ...
I want to be able to create nice legible summaries that appear the same on the mod portal and the ...
- Wed Dec 28, 2022 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
- Replies: 10
- Views: 4889
Re: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
With version 1.1.71, the SDL and its audio backend has been updated to a newer version.
Could you try out the new version and see if it helps?
Also, version 1.1.70 introduces preferred audio output device setting. You should be able to switch to a newly connected audio device while factorio is ...
- Mon Sep 19, 2022 2:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
- Replies: 10
- Views: 4889
[Donion] [1.1.69] Audio does not switch to headphones when connected after factorio has started
Steps to reproduce:
1. Launch factorio
2. connect headphones (I specifically used Apple AirPods, not sure if this happens with other headphones or not)
3. factorio doesn't switch the audio output to the headphones, so it still comes out of the main laptop speakers
1. Launch factorio
2. connect headphones (I specifically used Apple AirPods, not sure if this happens with other headphones or not)
3. factorio doesn't switch the audio output to the headphones, so it still comes out of the main laptop speakers
- Sat Jun 04, 2022 9:40 pm
- Forum: Technical Help
- Topic: [1.1.59] Updating or syncing mods quits a Geforce Now session
- Replies: 0
- Views: 1108
[1.1.59] Updating or syncing mods quits a Geforce Now session
When playing using GeForce Now, when the game restarts to update or sync mods the session ends. I have tried contacting GeForce Now support to see if they can fix it but they never replied, so I'm hoping that as the developers you have a little more power to work with them on it? It's not a big deal ...
- Wed Jan 19, 2022 9:51 pm
- Forum: Won't implement
- Topic: Add unit_number or other unique id to spider-legs
- Replies: 3
- Views: 2422
Re: Add unit_number or other unique id to spider-legs
With the addition of entity.get_spider_legs(), using leg.name as a unique identifier is good enough, especially since it can be combined with the unit_number of the spider.
Thanks :)
Thanks :)