Search found 287 matches

by Muppet9010
Fri Jan 11, 2019 4:30 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 69401

Re: Friday Facts #277 - GUI progress update

hope the wave defense does allow use of generated worlds as then we can tailor the world gen to help control difficulty, i.e. make resources further apart or less rich in MP with 10 experienced players

Recipe Explorer, is this a new feature or a name for the little window that tells you the recipe ...
by Muppet9010
Fri Jan 11, 2019 3:27 pm
Forum: Not a bug
Topic: Very High Chunk Generation Times
Replies: 3
Views: 2058

Re: Very High Chunk Generation Times

on a side note deleting chunks off the map in bulk takes much longer than it did when the map was smaller. so we have previously deleted 100 chunks vertically off the map to regenerate the biters etc on it.
by Muppet9010
Fri Jan 11, 2019 3:00 pm
Forum: Not a bug
Topic: Very High Chunk Generation Times
Replies: 3
Views: 2058

Very High Chunk Generation Times

We are seeing very high chunk generation times, often leading to mass player drop on the MP server due to connection timeouts. When tested in SP a single chunk generation will pause the average players game for a moment and 10 chunks generated by a flying arty shell will cause the game to hang for ...
by Muppet9010
Thu Jan 10, 2019 6:03 pm
Forum: Implemented mod requests
Topic: Expose Unit Spawner Attributes
Replies: 1
Views: 1718

Expose Unit Spawner Attributes

Could the unique attributes of the Unit Spawner prototype be exposed as read only within the API under LuaEntity.

It was the "call_for_help_radius" attribute that I was trying to get, but after a discord discussion with Bilka I also notice that a number of other Unit Spawner specific attributes ...
by Muppet9010
Tue Jan 08, 2019 10:51 pm
Forum: Implemented mod requests
Topic: LuaSurface.regenerate_entity optional entities argument
Replies: 1
Views: 1125

LuaSurface.regenerate_entity optional entities argument

https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.regenerate_entity

At present, there isn't an easy way to regenerate all entities on a list of chunks. There is only an all entities default argument when the chunks argument is also not supplied.

Could an option for passing in an ...
by Muppet9010
Wed Jan 02, 2019 12:17 am
Forum: This Forum
Topic: Can't search for on_picked_up_item
Replies: 1
Views: 1867

Re: Can't search for on_picked_up_item

just hit this as well. tried to use google advanced search, but it can't handle the sub forum url type.
by Muppet9010
Tue Jan 01, 2019 11:47 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 125717

Re: [MOD 0.13] Water Well - pump water from the underground

Not sure if this mod is still supported, but it can be problematic if your bases power is heavily taxed by laser turrets and so these stop pumping water, leading to power generation running out of water. There is no burner alternative for water pumping like with burner inserters for feeding boilers ...
by Muppet9010
Thu Dec 27, 2018 7:54 pm
Forum: Modding help
Topic: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
Replies: 5
Views: 1754

Re: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"

thanks, am using them as an in-game visual/animation only thing. As it looks like they are most suitable for this.
by Muppet9010
Thu Dec 27, 2018 1:50 am
Forum: Modding help
Topic: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
Replies: 5
Views: 1754

Re: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"

when i run the create trivial smoke command repeatedly manually via console I see the sparks animations drifting around. So first few times they may drift downwards on each animation run, then they drift down right, and later straight right. It feels like smoke drift.
by Muppet9010
Thu Dec 27, 2018 12:17 am
Forum: Modding help
Topic: [0.16.51] trivial-smoke ignores "affected_by_wind_setting"
Replies: 5
Views: 1754

[0.16.51] trivial-smoke ignores "affected_by_wind_setting"

The trivial-smoke seems to be affected by wind regardless of the "afffected_by_wind" data prototype attribute being set to false.

With the below code in data.lua

data:extend({
{
type = "trivial-smoke",
name = "wheel-sparks",
animation = {
filename = "__base__/graphics/entity/sparks/sparks-01 ...
by Muppet9010
Sun Dec 23, 2018 11:33 am
Forum: Not a bug
Topic: LuaControl Teleport() errors when same surface provided for entities
Replies: 2
Views: 1170

Re: LuaControl Teleport() errors when same surface provided for entities

Could the in game error and API description be updated for that as at present that isn't apparent?
by Muppet9010
Sat Dec 22, 2018 10:30 pm
Forum: Not a bug
Topic: LuaControl Teleport() errors when same surface provided for entities
Replies: 2
Views: 1170

LuaControl Teleport() errors when same surface provided for entities

When using the LuaControl.Teleport() function on an entity (ie: car) and the current surface is provided it returns a custom Factorio error message:
error.GIF
However, if no surface is specified there is no error and the command runs correctly. The surface argument is optional in the documentation ...
by Muppet9010
Wed Dec 19, 2018 1:46 pm
Forum: Won't fix.
Topic: [0.16.51] Hover over specific Miner causes game freeze
Replies: 6
Views: 2873

Re: [0.16.51] Hover over specific Miner causes game freeze

I think using that was an oversight by someone as the other wired miners look to be set to this miners ore only.

On the game engine side I agree it is an unusual situation created by the dangOreus mod, but would a limit to the patch size search not be appropriate at the game engine level. I would ...
by Muppet9010
Wed Dec 19, 2018 12:13 am
Forum: Won't fix.
Topic: [0.16.51] Hover over specific Miner causes game freeze
Replies: 6
Views: 2873

[0.16.51] Hover over specific Miner causes game freeze

Factorio version: 0.16.51
Mods (many): https://drive.google.com/open?id=1SOALuuYSYEM7zY_VZ3Mfk35CWHR6kx3A
Save Game: https://www.dropbox.com/s/z9yqz73tza3fcln/JD%20December%202018%20MP%20v4%20a.zip?dl=0

Issue: When you hover over a specific miner the game freezes and it looks to be doing a memory ...
by Muppet9010
Thu Dec 06, 2018 10:42 pm
Forum: Duplicates
Topic: [0.16.51] Crash loading save with changed mods: "Removal of trains over rail unsucessful"
Replies: 1
Views: 1017

[0.16.51] Crash loading save with changed mods: "Removal of trains over rail unsucessful"

I tried to load a save which was run with a different set of mods to the current ones and rather than do a mod migration as per usual, the game crashed.

Using 0.16.51
game save: https://www.dropbox.com/s/kgacckghglm8uin/JD%20October%202018%20MP.zip?dl=0
current mods folder: https://www.dropbox.com ...
by Muppet9010
Thu Dec 06, 2018 12:30 am
Forum: Mods
Topic: [MOD 0.16] CanalBuilder
Replies: 4
Views: 4515

Re: [MOD 0.16] CanalBuilder

Is this mod still supported, as theres a report of desync in MP on the Mod Portal discussions. We have seen desyncs when using this mod with others, so not sure which is the cause as very intermittent.

I am not sure if this is safe:

local function replaceDummy(placed)
dir = placed.direction
pos ...
by Muppet9010
Sat Dec 01, 2018 11:23 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 80274

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

I was a little miffed about the lack of a working factory within the picture, so decided to have some attempts of my own. Not the easiest to work within the size and with the need for logos being kept clear of wires and obstructions.

my attempt to have a working production line with logos ...
by Muppet9010
Fri Nov 30, 2018 2:41 pm
Forum: Duplicates
Topic: [0.16.51] Change Mod Settings, Save, Load loses changes
Replies: 0
Views: 789

[0.16.51] Change Mod Settings, Save, Load loses changes

In a single player game on an existing map save, if you change some mod MAP settings and Apply, then click to save the game and exit. When you then load the save the mod settings you changed have been lost.

I know it is the same cause as this "not a bug": https://forums.factorio.com/viewtopic.php?f ...
by Muppet9010
Mon Nov 19, 2018 10:29 am
Forum: Won't implement
Topic: Add on_pre_entity_damaged event
Replies: 4
Views: 3125

Re: Add on_pre_entity_damaged event

If anyone wanted to do their own damage logic in Lua, etc.

I wanted to also use it to get the player health and shield prior to vehicle impact. So I could undo the vehicle impact affect exactly.

Fair enough.
by Muppet9010
Sun Nov 18, 2018 5:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] on_player_crafted_item event description wrong or event execution order bug
Replies: 1
Views: 1459

[0.16.51] on_player_crafted_item event description wrong or event execution order bug

The on_player_crafted_item event states
Called when the player crafts an item (upon inserting into player's inventory, not clicking the button to craft)

However, if you check the player's inventory for the item upon the event it isn't present. It will be found 1 tick later. This applies to items ...

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