Search found 512 matches

by Mylon
Mon May 29, 2017 4:35 pm
Forum: Implemented mod requests
Topic: combat_robot.time_to_live
Replies: 1
Views: 958

combat_robot.time_to_live

I would like to access a combat robot's time_to_live. It seems there is no way to access this variable.
by Mylon
Mon May 29, 2017 4:28 pm
Forum: Resolved Problems and Bugs
Topic: combat_robot.last_user is nil
Replies: 2
Views: 730

combat_robot.last_user is nil

Combat robots do not report who created them.

To reproduce:
Throw a combat robot.
Mouse over it
Use command:

Code: Select all

/c game.print(game.player.selected.last_user)
Observed: Game prints "nil"

Expected: Game prints, "LuaPlayer does not contain key x..."
by Mylon
Mon May 29, 2017 5:47 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] character.character_maximum_following_robot_count_bonus bug
Replies: 1
Views: 1746

[Rseding91] character.character_maximum_following_robot_count_bonus bug

It seems player.character_maximum_following_robot_count_bonus is not respected. In this screenshot, my maximum number of combat robots, as shown by the tooltip, is 5: http://steamcommunity.com/sharedfiles/filedetails/?id=935245012 I've set player.character_maximum_following_robot_count_bonus to 4, a...
by Mylon
Mon May 29, 2017 12:03 am
Forum: Modding interface requests
Topic: force.combat_robot_lifetime_modifier
Replies: 0
Views: 466

force.combat_robot_lifetime_modifier

I'd like a modifier to increase combat robot lifetime. Maybe with some tech/buffs they'd be more attractive.
by Mylon
Sat May 27, 2017 11:30 pm
Forum: Resolved Problems and Bugs
Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
Replies: 13
Views: 7246

[15.16] Crash on: "assemble at InputActionDefragmenter"

Looking over the log it seems one player has 12,000 blueprints to transfer? Not sure if that was the cause of the crash or not but wow.

Anyway, here's the log
by Mylon
Sat May 27, 2017 3:25 pm
Forum: Implemented mod requests
Topic: on_player_selected_area not firing
Replies: 6
Views: 2312

on_player_selected_area not firing

I fired up a new game and ran this command: /c script.on_event(defines.events.on_player_selected_area, function(event) game.print("Player selected area") for k,v in pairs(event.entities) do game.print(v.name) end end) And then grabbed a decon planner and tried to deconstruct a tree. Observ...
by Mylon
Fri May 26, 2017 5:25 pm
Forum: Implemented Suggestions
Topic: Pollution generated by fuels
Replies: 4
Views: 2587

Pollution generated by fuels

I would like pollution added to fuel item prototype. Entities with a Burner class inherit their pollution generation from the Burner, which in turn inherits their pollution from the fuel they most recently consumed. Benefits: Trains and burner inserters now generate pollution. Different forms of fue...
by Mylon
Thu May 25, 2017 11:11 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122564

Re: Mylon's Multiple Mods

Thanks for the report Matthew. I tweaked the code and it seems to run faster. Can you give 1.1.3 a try?
by Mylon
Wed May 24, 2017 11:39 pm
Forum: Desyncs with mods
Topic: [0.15.13] Desync loop on join (Factorio RPG)
Replies: 4
Views: 1702

Re: [0.15.13] Desync loop on join (Factorio RPG)

I think this is the same desync report, with both the desync level and the reference level: https://www.dropbox.com/s/win35nqjibgt5 ... 8.zip?dl=0
by Mylon
Wed May 24, 2017 10:31 pm
Forum: Desyncs with mods
Topic: [0.15.13] Desync loop on join (Factorio RPG)
Replies: 4
Views: 1702

Re: [0.15.13] Desync loop on join (Factorio RPG)

nuclear.lua is commented out. There's a lot of extraneous stuff in the scenario that is temporary turned on/off via comments. But I'll keep that in mind in the future.
by Mylon
Wed May 24, 2017 4:28 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122564

Re: Mylon's Multiple Mods

Version 1.1.2 of Bluebuild caused my game to hover between 45-50 FPS/UPS. My map isn't big. I do have other mods but I'm not sure that is part of the problem. The game did go back to 60 FPS/UPS when I was moving around. This sounds like it might be a bluebuild issue. You can press f5 and see how lo...
by Mylon
Tue May 23, 2017 11:36 pm
Forum: Desyncs with mods
Topic: [0.15.13] Desync loop on join (Factorio RPG)
Replies: 4
Views: 1702

[0.15.13] Desync loop on join (Factorio RPG)

Here's the desync save: (may take a while to show up) https://www.dropbox.com/s/d1v47692tlwe6 ... 9.zip?dl=0

The only mods are the scenario, built into the save.
by Mylon
Tue May 23, 2017 10:21 pm
Forum: Not a bug
Topic: [Rseding91] game.difficulty_settings.recipe_difficulty always returns 1
Replies: 3
Views: 960

Re: [Rseding91] game.difficulty_settings.recipe_difficulty always returns 1

I thought that might be the case, but I never got it to return 0. Edit: So I started a normal game and ran the command: /c game.print(serpent.line(game.difficulty_settings.technology_difficulty )) Console prints: 0 I started a marathon game and ran the same command and got: 1 I exited out and starte...
by Mylon
Tue May 23, 2017 8:02 pm
Forum: Not a bug
Topic: [Rseding91] game.difficulty_settings.recipe_difficulty always returns 1
Replies: 3
Views: 960

[Rseding91] game.difficulty_settings.recipe_difficulty always returns 1

game.difficulty_settings.recipe_difficulty is always "1". game.difficulty_settings.technology_difficulty is always "1". Expected: Sometimes returns 2. To recreate, start a new game under normal settings and do /c game.print(serpent.line(game.difficulty_settings.recipe_difficulty)...
by Mylon
Tue May 23, 2017 7:33 pm
Forum: Implemented mod requests
Topic: player.kick(reason) and player.ban(reason) and event
Replies: 1
Views: 932

player.kick(reason) and player.ban(reason) and event

Requesting a player.kick method and a player.ban method as well as a defines.events.on_player_kicked and defines.events.on_player_banned Specifically, I would like to add a /moderate (player) command that allows non-admins to ban players and a /votekick (player) command that allows players to call f...
by Mylon
Tue May 23, 2017 4:02 pm
Forum: Not a bug
Topic: in on_entity_died for worm turrets, cause is nil
Replies: 3
Views: 1115

in on_entity_died for worm turrets, cause is nil

Summary: Worm turrets do not report their cause on death. Observed behavior: event.cause is nil Expected behavior: event.cause is player (or turret, or car, or whatever) To recreate: Start a game and run these commands: /c game.player.surface.create_entity{name="small-worm-turret", positio...
by Mylon
Mon May 22, 2017 3:11 pm
Forum: Ideas and Suggestions
Topic: Save file optimizations/map generation limiter
Replies: 0
Views: 377

Save file optimizations/map generation limiter

Can we limit map generation to keep save files smaller? I recall a defining feature of 0.15 was faster map generation, which means there's no longer a reason to chart twice the distance out from radar scan range just in case the player goes there. Additionally, if there was a way to not send 'pristi...

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