Search found 512 matches
- 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.
- 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 ...
- 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...
- 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!
Edit: Additionally, all research progress is lost!
- 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.
- 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.
- 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.
- 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 ...
- 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...
- 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.
No mod mods active, only this scenario.
- 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 ...
- 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.
- 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.
I want this for assemblers, but I might be able to see some use for players too.
- 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.
- 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.
- 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)
- 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.
- 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
Finally! This will make my bluebuild mod so much smoother and more reliable.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.
- 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...
- 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&...