Search found 512 matches

by Mylon
Sat May 13, 2017 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [15.10] Crash on load on: "CustomGuiElement::indexRecursively"
Replies: 6
Views: 1811

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

I was fiddling with a scenario. I did some console commands to fiddle with the gui via console commands and I thought maybe saving and reloading might provide better results, but I was unable to load the save! I was getting errors about not being able to access player.gui.top.rpg, so I created anoth...
by Mylon
Fri May 12, 2017 3:43 pm
Forum: Ideas and Suggestions
Topic: Unified user permissions file
Replies: 1
Views: 604

Unified user permissions file

Remove the "_comment_admins" from the server-settings.json and replace the banlist file with a single user permissions file. This file will contain which users are admins, which users are banned, and can specify permission groups and which users belong to which group (instead of going to d...
by Mylon
Wed May 10, 2017 10:43 pm
Forum: Ideas and Suggestions
Topic: Robo Port Upgrade Feature
Replies: 6
Views: 2222

Re: Robo Port Upgrade Feature

I would be happy if I get an item something like the decontruct planner but it works for upgrade belt. So I just pulling a rectangular and all the belts, splitters, underground belts will be selected for replace for red or blue ones. Is it possible, that the dev team will put this into the game? I ...
by Mylon
Sun May 07, 2017 6:09 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 123857

Re: Mylon's Multiple Mods

Finally updated Belt Upgrader. Should be much more reliable at doing its job, as well as covering inserters and assemblers.
by Mylon
Sun May 07, 2017 4:14 pm
Forum: Not a bug
Topic: [0.15.9] [Lua-API] ghost.revive() checks for collision
Replies: 1
Views: 594

[0.15.9] [Lua-API] ghost.revive() checks for collision

Not so much a bug as it is inconsistent behavior. When doing ghost.revive(), if the position is blocked the revive fails. Meanwhile create_entity() will execute even if the new entity collides with existing ones.
by Mylon
Sun May 07, 2017 3:38 pm
Forum: Not a bug
Topic: [0.15.9] [Lua-API] robot.insert{} does not insert item
Replies: 1
Views: 647

[0.15.9] [Lua-API] robot.insert{} does not insert item

I want to insert items to robots via script (part of my mod to simulate fast-replace with robots) but this doesn't seem to work. I can do robot.remove{} and that works, but robot.insert{} does not. Screenshot: http://imgur.com/a/yF9Lr Steps: Run console command to insert item into bot. Observed beha...
by Mylon
Thu May 04, 2017 12:52 am
Forum: Not a bug
Topic: [0.15.6] player.can_reach_entity(entity_ghos) returning true
Replies: 3
Views: 836

Re: [0.15.6] player.can_reach_entity(entity_ghos) returning true

I found that! build_distance is definitely new and I already wrote the latest version of Bluebuild to use it. However I'm stuck trying to figure out how to implement the builds per second as a setting. Edit: This is what I'm using: -- Need a fudge factor since my distance formula seems off. Game lik...
by Mylon
Wed May 03, 2017 3:12 pm
Forum: Not a bug
Topic: [0.15.6] player.can_reach_entity(entity_ghos) returning true
Replies: 3
Views: 836

[0.15.6] player.can_reach_entity(entity_ghos) returning true

In this screenshot, I placed a ghost far away and ran a console command to check. The expected behavior (for something over 10 tiles away) is to return false. I also tested character.can_reach_entity().

http://imgur.com/a/wWmQx
by Mylon
Tue May 02, 2017 10:10 pm
Forum: Ideas and Suggestions
Topic: Bigger map icons
Replies: 0
Views: 658

Bigger map icons

I'd like to see an option to make map icons larger.

For example, look at this screenshot: http://imgur.com/a/KXRtt

It's very difficult to make out the icons with all of the text there from train stops and players.
by Mylon
Tue Apr 25, 2017 11:35 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 123857

Re: Mylon's Multiple Mods

So far Bluebuild, Prospector, Global Warming, and Dirtpath have been upgraded to Factorio 0.15
by Mylon
Mon Apr 24, 2017 7:25 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.15.0] Ore patch amounts sometimes merged in map
Replies: 1
Views: 2381

[TOGoS] [0.15.0] Ore patch amounts sometimes merged in map

Summary: Display of ore patch amounts in map can be inconsistent. Observed behavior: Mousing between two nearby ore patches prevents examining ore patches individually. Expected: Mousing over a single ore patch should always display the ore in that patch. To recreate: * Find two nearby ore patches o...
by Mylon
Sun Apr 09, 2017 1:40 pm
Forum: Mod portal Discussion
Topic: Mod Portal - Search does not reset page selection
Replies: 0
Views: 941

Mod Portal - Search does not reset page selection

Searching produces strange results if on page 2 or later. Search results don't change if more letters would reduce the number of pages displayed. Observed behavior: Typing in search on page 2 stops responding after a few letters. Expected behavior: Typing reverts display to page 1. To recreate: Navi...
by Mylon
Sat Mar 04, 2017 4:52 pm
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5306

Re: [request] Prospector mod prospectors and drills

The mod is more or less 'done'. It's playable but not very pretty due to lack of graphics.
by Mylon
Tue Feb 21, 2017 3:11 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429723

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

@TheSAGuy: I wrote my Hardcore Survival mod to include a remote.call to add extra enemies to the spawning logic. Hardcore Survival Expansion demonstrates how this is done. If you'd like to modify and tweak NEE and tailor it to a Hardcore Survival style experience the tools are there.
by Mylon
Sat Feb 18, 2017 1:19 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 123857

Re: Mylon's Multiple Mods

I'm still working on Belt Upgrader. It's pretty finicky to make it work right but I have a method to simulate fast-replace with bots. Right now it's just fine tuning some of the details. One notable bug (which Rseding fixed for 0.15) is fast-replacing belts doesn't cause the belt to drop on the grou...
by Mylon
Fri Feb 17, 2017 4:44 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 285146

Re: [MOD 0.14.20] Robot Army. 0.2.3

Been a while since I looked at this mod. Have you thought about using cars (ala AAI programmable vehicles) to add functionality like inventory and roboports for combat medic functionality or victory outposts?
by Mylon
Wed Feb 15, 2017 6:02 pm
Forum: Resolved Problems and Bugs
Topic: create_entity{fast_replace=true} can fail to drop belts
Replies: 1
Views: 2331

create_entity{fast_replace=true} can fail to drop belts

Case 1: http://imgur.com/2H1nBp1.jpg If I do surface.create_entity{name="fast-transport-belt", position=game.player.selected.position, fast_replace=true} then a yellow belt item-on-ground is created. This behavior is expected. Case 2: http://imgur.com/TbD6pNe.jpg Same command, no yellow be...
by Mylon
Tue Feb 14, 2017 5:12 pm
Forum: Ideas and Suggestions
Topic: Robo Port Upgrade Feature
Replies: 6
Views: 2222

Re: Robo Port Upgrade Feature

I'm still working Belt Upgrader. It effectively simulates fast replacement. The trick is just limiting the rate so match how many belts actually are available.
by Mylon
Mon Feb 13, 2017 5:43 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 123857

Re: Mylon's Multiple Mods

Prospector mod updated! Now with fracking!
by Mylon
Thu Feb 09, 2017 1:51 pm
Forum: Ideas and Suggestions
Topic: Concrete and bots
Replies: 34
Views: 10843

Re: Concrete and bots

One issue I have noticed with construction bots is bots will reserve and claim ghosts. This can be a problem in large bases or in multiplayer. One player might run by a wall I'm building and the bots never picked up the items to place, but they reserved the job and thus there's now a gap in my wall ...

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