Search found 512 matches

by Mylon
Mon May 22, 2017 1:26 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 303
Views: 120426

Re: Mylon's Multiple Mods

Bluebuild fixed! Working once again with the newest version of Factorio.
by Mylon
Mon May 22, 2017 1:21 am
Forum: Resolved Problems and Bugs
Topic: [0.15.12] player.mine_entity() returns false
Replies: 1
Views: 1552

[0.15.12] player.mine_entity() returns false

player.mine_entity(entity) returns false even when mining succeeds. To recreate, * place an entity (like the starting stone furnace), * mouse over the entity * and then run in the console: /c game.print(game.player.mine_entity(game.player.selected)) Observed behavior: * Entity disappears. * Item is ...
by Mylon
Sun May 21, 2017 3:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.12] [kovarex] force.reset_technology_effects() stops research
Replies: 3
Views: 2052

Re: [0.15.12] [kovarex] force.reset_technology_effects() stops research

Okay, more details: State before: force.laboratory_speed_modifier is -0.2 (modified through script) Current research is Atomic Bomb. Atomic Bomb progress is 0.5 State after calling force.reset_technology_effects(): force.laboratory_speed_modifier is 0.7 (related to number of research lab speed resea...
by Mylon
Sat May 20, 2017 4:27 am
Forum: Resolved Problems and Bugs
Topic: [0.15.12] [kovarex] force.reset_technology_effects() stops research
Replies: 3
Views: 2052

[0.15.12] [kovarex] force.reset_technology_effects() stops research

When I call force.reset_technology_effects(), all research being done by the force is stopped. This seems rather random and disruptive. I can work around, but I don't understand why this behavior would be part of the function.

Edit: Additionally, all research progress is lost!
by Mylon
Sat May 20, 2017 1:05 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 303
Views: 120426

Re: Mylon's Multiple Mods

My understanding is once items are targetted for pick up, they're no longer counted as being in the network. I'll have to research this more.
by Mylon
Fri May 19, 2017 3:23 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 303
Views: 120426

Re: Mylon's Multiple Mods

miningtime became mining_time. The current version I'm working on is crash-free, but demod items are cleared instantly. Working to fix that.
by Mylon
Fri May 19, 2017 2:11 pm
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10759

Re: [MOD 0.15] Bluebuild rewritten

For what it's worth, I've already switched to a list of ghosts instead of constantly searching for new entities around the player. This has greatly improved performance of my mod.
by Mylon
Fri May 19, 2017 2:07 pm
Forum: Not a bug
Topic: [0.15] [kovarex] player.mine_entity() does not damage pickaxe
Replies: 1
Views: 474

[0.15] [kovarex] player.mine_entity() does not damage pickaxe

Mining entities via the mine_entity() does not damage the player's pickaxe. To recreate: Start a new game. Craft an iron pickaxe. Run this command: /c for k, v in pairs(game.player.surface.find_entities_filtered{type="tree"}) do game.player.mine_entity(v) end Note pickaxe is still at full ...
by Mylon
Fri May 19, 2017 12:44 am
Forum: Resolved Problems and Bugs
Topic: [0.15.12] Negative Force bonuses display poorly
Replies: 1
Views: 1700

[0.15.12] Negative Force bonuses display poorly

Screenshot example: https://steamuserimages-a.akamaihd.net/ugc/772776873126054284/0430604E843E67B8B3D69F8DD815F24DC1BA6490/ If I set the force bonuses to a negative value, they display poorly and inconsistently. In the screenshot, worker_robots_speed is displayed as "--39%" (instead of mer...
by Mylon
Fri May 19, 2017 12:27 am
Forum: Resolved Problems and Bugs
Topic: [0.15.12] Crash on Scenario Start
Replies: 3
Views: 1958

Re: [0.15.12] Crash on Scenario Start

Oops, here's the scenario file: https://www.dropbox.com/s/f2h2sv2208itr ... g.zip?dl=0

No mod mods active, only this scenario.
by Mylon
Thu May 18, 2017 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.12] Crash on Scenario Start
Replies: 3
Views: 1958

[0.15.12] Crash on Scenario Start

So I'm working on developing a scenario and when I tried to add in Oarc, Factorio crashes on start. Relevant log file: https://www.dropbox.com/s/zhjwty3a06aq5qa/Factorio%20Crash%202017-18-05.zip?dl=0 Relevant scenario: https://www.dropbox.com/s/zhjwty3a06aq5qa/Factorio%20Crash%202017-18-05.zip?dl=0 ...
by Mylon
Tue May 16, 2017 2:10 pm
Forum: Implemented mod requests
Topic: force.research_lab_productivity_bonus
Replies: 1
Views: 685

force.research_lab_productivity_bonus

I'd like a force.research_lab_productivity_bonus, akin to the mining drill productivity bonus but for research labs.
by Mylon
Tue May 16, 2017 1:50 pm
Forum: Modding interface requests
Topic: defines.event.on_entity_crafting_complete
Replies: 4
Views: 1393

defines.event.on_entity_crafting_complete

event = {entity = "assembler", recipe = "recipe" }

I want this for assemblers, but I might be able to see some use for players too.
by Mylon
Tue May 16, 2017 5:01 am
Forum: Won't implement
Topic: player.vehicle_damage_bonus
Replies: 3
Views: 1216

Re: player.vehicle_damage_bonus

I understand, but I would like some ways to tweak values on a per player basis. player.character_health_bonus exists, for example, even though so does force.character_health_bonus.
by Mylon
Tue May 16, 2017 1:53 am
Forum: Modding interface requests
Topic: force.unit_health_bonus, force.unit_running_speed_modif, etc
Replies: 0
Views: 430

force.unit_health_bonus, force.unit_running_speed_modif, etc

I would like to give bonus health, movement speed, and damage to units on a force. Specifically to make biters stronger.
by Mylon
Tue May 16, 2017 1:48 am
Forum: Won't implement
Topic: player.vehicle_damage_bonus
Replies: 3
Views: 1216

player.vehicle_damage_bonus

I would like a vehicle_damage_bonus property which applies to damage dealt with vehicle weapons (car machine gun, tank machine gun, tank cannon, etc)
by Mylon
Tue May 16, 2017 1:44 am
Forum: Won't implement
Topic: player.character_damage_bonus
Replies: 5
Views: 1838

player.character_damage_bonus

I would like a LuaPlayer.character_damage_bonus property that multiplies outgoing damage.
by Mylon
Tue May 16, 2017 1:39 am
Forum: Implemented mod requests
Topic: make on_player_mined_entity raisable by script
Replies: 3
Views: 1206

Re: make on_player_mined_entity raisable by script

Rseding91 wrote:I've added a mine_entity() method for 0.15.11 that will do the same logic as if the player mined the given entity.
Finally! This will make my bluebuild mod so much smoother and more reliable.
by Mylon
Mon May 15, 2017 5:10 am
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 14
Views: 4261

Moderator permission level

I would like the ability to set users as moderators, with the power to /kick and /ban, but no other special permissions (no /command access, no /permissions access). Unfortunately the permission system does not have a permission to prevent /command access so anyone promoted to /admin, if they can ch...
by Mylon
Sun May 14, 2017 9:55 pm
Forum: Resolved Problems and Bugs
Topic: [15.10] Crash on load on: "CustomGuiElement::indexRecursively"
Replies: 6
Views: 1764

Re: [15.10] Crash on load on: "CustomGuiElement::indexRecursively"

I managed to stop crashing, if that helps. The only relevant change I can think of that stopped this crashing would be changing this block: --Add levelup gui, called on_player_joined_game function rpg_add_gui(event) local player = game.players[event.player_index] player.gui.top.add{type="frame&...

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