Search found 68 matches

by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 :)
by asher_sky
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 ...
by asher_sky
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
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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 ...
by asher_sky
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
by asher_sky
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 ...
by asher_sky
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 :)

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