Search found 68 matches
- Tue Jan 18, 2022 5:59 pm
- Forum: Implemented mod requests
- Topic: Add ability to get the leg entities of a spider-vehicle
- Replies: 4
- Views: 2156
Re: Add ability to get the leg entities of a spider-vehicle
Amazing! Thank you :D
- Thu Jan 13, 2022 5:56 pm
- Forum: Implemented mod requests
- Topic: Add ability to get the leg entities of a spider-vehicle
- Replies: 4
- Views: 2156
Re: Add ability to get the leg entities of a spider-vehicle
Can you provide some insight on your usecase for such an interface?
Yes, Iβve been working recently with renderings, and want to make a mod that adds glowing colored trails wherever the spidertron walks. I can make it work pretty well at the moment using a generic rainbow cycle for the colors ...
- Thu Jan 13, 2022 4:21 am
- Forum: Won't implement
- Topic: Add unit_number or other unique id to spider-legs
- Replies: 3
- Views: 2411
Add unit_number or other unique id to spider-legs
It would be nice if spider-vehicle legs could have a unique identifier like .unit_number or .id
Thanks
Thanks
- Thu Jan 13, 2022 4:17 am
- Forum: Implemented mod requests
- Topic: Add ability to get the leg entities of a spider-vehicle
- Replies: 4
- Views: 2156
Add ability to get the leg entities of a spider-vehicle
It would be really nice if you could add a .legs (array of spider legs) to spider-vehicles, and even a .spider (LuaEntity of spider-vehicle controlling this leg) to the leg entities.
It could also be something like entity.linked_entities or entity.grouped_entities.
Thank you!
It could also be something like entity.linked_entities or entity.grouped_entities.
Thank you!
- Sun Jun 27, 2021 11:24 pm
- Forum: Modding interface requests
- Topic: More than 1 instance of "tile-effect"
- Replies: 6
- Views: 3097
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 ...
Currently ...
- Mon Apr 19, 2021 11:44 pm
- Forum: Modding interface requests
- Topic: Requesting an event for when a cutscene ends
- Replies: 5
- Views: 2418
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 ...
My specific use case is that since I already store lots of things in global, I want to nil them all ...
- Mon Apr 19, 2021 6:51 pm
- Forum: Implemented mod requests
- Topic: Character corpse arbitrary color support
- Replies: 6
- Views: 2722
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: 2418
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: 1682
[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.events.on ...
steps to reproduce:
1. listen to the event
script.on_event(defines.events.on ...
- Mon Mar 15, 2021 11:57 pm
- Forum: Modding interface requests
- Topic: Enable achievement popups during cutscenes
- Replies: 0
- Views: 888
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" bool (or ...
Alternatively, an option to add "shown-while-in-cutscene" bool (or ...
- Mon Mar 15, 2021 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Enable achievement popups during cutscenes
- Replies: 4
- Views: 2367
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 to add ...
- Fri Mar 12, 2021 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Reset individual mod settings button
- Replies: 5
- Views: 4167
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: 2367
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 ...
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 ...
- 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: 3614
[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 ...
- Wed Dec 02, 2020 4:57 pm
- Forum: Duplicates
- Topic: [1.1.3] Crash mac multiplayer
- Replies: 5
- Views: 3087
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: 3087
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 ...
(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 ...
- Wed Dec 02, 2020 6:32 am
- Forum: Duplicates
- Topic: [1.1.3] Crash mac multiplayer
- Replies: 5
- Views: 3087
[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 ...
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 ...
- Wed Nov 25, 2020 6:31 am
- Forum: Duplicates
- Topic: [1.1.0] Cannot browse multiplayer lobby or download mods
- Replies: 2
- Views: 1444
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: 1444
[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 ...
In the factorio-current.log you can ...
- 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: 16
- Views: 4908
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