Search found 512 matches
- Mon May 29, 2017 4:35 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43441
Re: Simple property requests (something that exists but has no way to read/write it)
Combat robot time to live: viewtopic.php?f=28&t=48878
- 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.
- 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:
Observed: Game prints "nil"
Expected: Game prints, "LuaPlayer does not contain key x..."
To reproduce:
Throw a combat robot.
Mouse over it
Use command:
Code: Select all
/c game.print(game.player.selected.last_user)
Expected: Game prints, "LuaPlayer does not contain key x..."
- 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...
- 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.
- 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
Anyway, here's the log
- 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...
- 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...
- 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?
- Thu May 25, 2017 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.13] Crash (player save locally?) (BlueprintBookRecord::getBlueprintRecordByCRC)
- Replies: 1
- Views: 355
- 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
- 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.
- 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...
- Wed May 24, 2017 4:23 am
- Forum: Resolved Problems and Bugs
- Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
- Replies: 13
- Views: 7246
[0.15.13] Crash (on player join?) [InputActionDefragmenter::assemble]
Was running a headless server and the server crashed.
Error Log: https://www.dropbox.com/s/3dslik52bx3yo ... 5.zip?dl=0
Last autosave: https://www.dropbox.com/s/1a0k6poygbcs3 ... e.zip?dl=0
Error Log: https://www.dropbox.com/s/3dslik52bx3yo ... 5.zip?dl=0
Last autosave: https://www.dropbox.com/s/1a0k6poygbcs3 ... e.zip?dl=0
- 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.
The only mods are the scenario, built into the save.
- 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...
- 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)...
- 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...
- 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...
- 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...