Search found 253 matches
- Fri Oct 06, 2017 11:21 pm
- Forum: Modding help
- Topic: [0.15.35] [Modding] Crash to Desktop
- Replies: 8
- Views: 2225
Re: [0.15.35] [Modding] Crash to Desktop
Ok, I've found the issue. You were close eradicator, it was an issue with saving functions but not those functions. The problem ended up being this: GUI.TabFunc = function(caption) return function(frame) frame.add{type="label", caption=caption} end end My problem was that I was trying to d...
- Fri Oct 06, 2017 10:43 am
- Forum: Modding help
- Topic: [0.15.35] [Modding] Crash to Desktop
- Replies: 8
- Views: 2225
Re: [0.15.35] [Modding] Crash to Desktop
GUI.TabData.player = game.players[event.player_index] So, that code is only found in the handler for the "1" and "2" buttons, which after a reload still work fine. I think the crash is happening somewhere around this block (or the function call from GuiEvents?): script.on_event(...
- Fri Oct 06, 2017 1:49 am
- Forum: Modding help
- Topic: [0.15.35] [Modding] Crash to Desktop
- Replies: 8
- Views: 2225
Re: [0.15.35] [Modding] Crash to Desktop
Thanks for the report. You've built your mod in a way that isn't supported: you have to store any game references you get in the global table or during the save process it's going to point at invalid locations and become corrupt on loading. I'm going to move this to the Mod Help section. Thanks for...
- Fri Oct 06, 2017 1:23 am
- Forum: Modding help
- Topic: [0.15.35] [Modding] Crash to Desktop
- Replies: 8
- Views: 2225
[0.15.35] [Modding] Crash to Desktop
So, for a bit of background, I'm working on a generic library so I can create something like a tabbed UI, with buttons along the top and a pane that changes depending on the tab selected. This works fine on its own at the moment, but when I save the game and reload, trying to switch tabs causes an i...
- Fri Jun 30, 2017 3:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Asteroidia mod [req] [idea]
- Replies: 21
- Views: 6468
Re: Asteroidia mod [req] [idea]
IIRC, the player doesn't exist yet in on_init.
Try just using on_player_created. You can also get the player_index from that event, look then up with game.players[player_index], and just remove that character (would then work if someone else joined as well).
Try just using on_player_created. You can also get the player_index from that event, look then up with game.players[player_index], and just remove that character (would then work if someone else joined as well).
- Wed Jun 28, 2017 7:48 pm
- Forum: Won't implement
- Topic: Adding your own "Wire" types
- Replies: 3
- Views: 1837
Re: Adding your own "Wire" types
+1 for a flag or something to hide wires
- Sat Jun 03, 2017 12:49 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Large Power Provider [with graphics please]
- Replies: 6
- Views: 2187
Re: [Request] Large Power Provider [with graphics please]
Last I heard, huge coverage from power poles would cause massive performance hits. I have a mod that effectively places power poles under entities, if that sounds like a close enough solution to your problem. https://mods.factorio.com/mods/DedlySpyder/Powered_Entities That looks cool, any ideas if ...
- Fri Jun 02, 2017 4:11 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Large Power Provider [with graphics please]
- Replies: 6
- Views: 2187
Re: [Request] Large Power Provider [with graphics please]
Last I heard, huge coverage from power poles would cause massive performance hits.
I have a mod that effectively places power poles under entities, if that sounds like a close enough solution to your problem.
https://mods.factorio.com/mods/DedlySpy ... d_Entities
I have a mod that effectively places power poles under entities, if that sounds like a close enough solution to your problem.
https://mods.factorio.com/mods/DedlySpy ... d_Entities
- Sat May 27, 2017 7:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21667
Re: [MOD 0.12.x] Avatars (0.3.1)
Ok, I've added in your suggested recipes. Thanks for all that input, I've only dabbled in those mods, so I'd have no idea of what to put for ingredients. Let me know if you think anything needs tweaking.
- Tue May 23, 2017 10:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21667
Re: [MOD 0.12.x] Avatars (0.3.1)
Sir/Ma'am, I think it would be cool if this mod had Bob's /Angel's integration. Needing Nitonal for parts, Angel's petrochemical stuff for the skin, etc. Thank you for your time. I don't know a thing about Bob's or Angel's is the issue (I tried bob's up until the 2nd tier of circuits a year ago, bu...
- Wed May 17, 2017 9:44 pm
- Forum: Not a bug
- Topic: [0.15.X][Modding] Player ejected from vehicle unexpectedly
- Replies: 1
- Views: 744
[0.15.X][Modding] Player ejected from vehicle unexpectedly
In my Avatars mod, the player jumps into a car typed entity to control the avatars. When they pick an avatar to control, I switch their character for it. In 0.14.X, their original character would stay inside the car entity, now in 0.15.X their original character is ejected. Steps to reproduce: Place...
- Fri May 05, 2017 12:16 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Mass Reactions
- Replies: 43
- Views: 10724
Re: [REQUEST] Mass Reactions
So, just multiply every number by 100?
- Tue May 02, 2017 10:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Multiplayer scenario suggestion: Proxy wars.
- Replies: 10
- Views: 4516
Re: Multiplayer scenario suggestion: Proxy wars.
I've already been in contact with DaveKap and with his design assistance I've pushed a version of Proxy Wars onto the mods portal.
- Tue May 02, 2017 12:18 pm
- Forum: Modding help
- Topic: Get all raw resources for item?
- Replies: 2
- Views: 1403
Re: Get all raw resources for item?
There's definitely a way to do it, but it may be a bit convoluted. Which event are you trying to do this in? I'll post this here if you want an idea of how I did something similar without any base information for each item in the game. I am assigning arbitrary values to all items (giving basic items...
- Wed Apr 12, 2017 3:46 pm
- Forum: Modding help
- Topic: Mod Interferance, cannot locate
- Replies: 4
- Views: 1484
Re: Mod Interferance, cannot locate
Notepad++ (if you use that) had a find in files feature that looks for a string in everything under a specific directory. You could search for whatever it is to change the time
- Mon Apr 10, 2017 4:17 pm
- Forum: Not a bug
- Topic: [14.22] Localised Names for Battery and Battery (English)
- Replies: 2
- Views: 1052
Re: [14.22] Localised Names for Battery and Battery (English)
So can we get it changed to something else?
Also, I use English, so I don't think I can reference it on that link (I'm just not sure if other languages also have duplicate names for both of these or not)
Also, I use English, so I don't think I can reference it on that link (I'm just not sure if other languages also have duplicate names for both of these or not)
- Mon Apr 10, 2017 12:19 am
- Forum: Not a bug
- Topic: [14.22] Localised Names for Battery and Battery (English)
- Replies: 2
- Views: 1052
[14.22] Localised Names for Battery and Battery (English)
The localised_name for both "battery" (the component) and "battery-equipment" (the mk1 equipment) are both "Battery" (in English). Can we get the equipment one changed to Battery MK1 to match the other equipment? /c game.player.print(game.item_prototypes["battery&q...
- Wed Apr 05, 2017 4:31 pm
- Forum: Ideas and Requests For Mods
- Topic: "The first one is free", A simple fix for 'trash' items
- Replies: 11
- Views: 4800
Re: "The first one is free", A simple fix for 'trash' items
This mod is great but I have one thing to complain about. If a new item is inserted in the inventory the crafting menu jumps back to top position instead of staying at scroll position. That's the game itself doing that, nothing I can do. I can't Mod to save my life, but I might look into the code o...
- Mon Mar 27, 2017 12:15 pm
- Forum: Modding discussion
- Topic: Question about programming a mod
- Replies: 18
- Views: 6818
Re: Question about programming a mod
If you want the player to designate an attack area, then you don't necessarily want turrets (or not turrets with a big range). IIRC, having a large range will lag the game because it will need to constantly check every tile in that range. I'm not entirely sure if rotating a turret is possible runtim...
- Sun Mar 19, 2017 6:54 pm
- Forum: Modding interface requests
- Topic: Biter Force-wide Effects
- Replies: 0
- Views: 537
Biter Force-wide Effects
Can we get something similar to force.character_health_bonus but for biters? It would probably only be health and movement speed that would be relevant to biters.