Search found 56 matches
- Wed Oct 27, 2021 1:55 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218442
Re: Bugs & FAQ
Crash when starting a new game in a void world https://i.imgur.com/6WDeG2d.png What is a void world? How do I reproduce this? script.on_event(defines.events.on_chunk_generated, function(event) local surface = event.surface if surface.name ~= 'nauvis' then return end surface.map_gen_settings = {widt...
- Tue Oct 26, 2021 10:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218442
Re: Bugs & FAQ
Crash when starting a new game in a void world
- Mon Oct 04, 2021 7:50 pm
- Forum: Implemented mod requests
- Topic: Saving entity custom data to blueprint
- Replies: 6
- Views: 4064
Re: Saving entity custom data to blueprint
Hello. I don't know when this was added but blueprint ghosts now support the "tags" attribute for every entity. This means you can save data to blueprints without any hidden combinators/programmable speakers Here is a quick example on how to use the feature Saving data local function save_...
- Mon Oct 04, 2021 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.41] crash when running /c game.player.opened=defines.gui_type.tutorials
- Replies: 1
- Views: 2084
[1.1.41] crash when running /c game.player.opened=defines.gui_type.tutorials
Hello
running this command will crash the game
/c game.player.opened=defines.gui_type.tutorials
running this command will crash the game
/c game.player.opened=defines.gui_type.tutorials
- Thu Sep 10, 2020 12:42 am
- Forum: Modding interface requests
- Topic: Fill an item stack from an inventory/container
- Replies: 1
- Views: 1216
Re: Fill an item stack from an inventory/container
+1
I've had this same issue in the past, although the extra lua to check the entire inventory isn't that bad
I've had this same issue in the past, although the extra lua to check the entire inventory isn't that bad
- Wed Sep 09, 2020 7:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.0.0] Crash with modded storage tanks: "Tile index out ouf bounds" (texture streaming)
- Replies: 2
- Views: 3044
[posila] [1.0.0] Crash with modded storage tanks: "Tile index out ouf bounds" (texture streaming)
I've recently made this mod https://mods.factorio.com/mod/fluid-memory-storage Some people have reported crashes when you connect a pipe to the unit however it works fine for most players. https://media.discordapp.net/attachments/748204286873436271/753331767825662033/unknown.png Here is the prototyp...
- Wed Aug 19, 2020 7:18 pm
- Forum: Modding interface requests
- Topic: LuaLogisticPoint.active
- Replies: 0
- Views: 537
LuaLogisticPoint.active
Hello, I would like to see a new writable property defined for LuaLogisticPoint; LuaLogisticPoint.active Setting LuaLogisticPoint.active = false would stop all pickups or deliveries by bots https://mods-data.factorio.com/assets/4b89c9d3e7ae1cbb8457f0ae75444976ee64570f.png My use-case is this: I made...
- Wed Aug 19, 2020 6:44 pm
- Forum: Implemented Suggestions
- Topic: [1.0.0] Spidertron grid can't be accessed as expected like player grid
- Replies: 3
- Views: 1467
Re: [1.0.0] Spidertron grid can't be accessed as expected like player grid
I would also like to see this
- Wed Aug 19, 2020 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron should be an ennemy
- Replies: 2
- Views: 990
Re: Spidertron should be an ennemy
I'm sorry but they will never add this
If you think Spidertron is too scary, I recommend this mod
https://mods.factorio.com/mod/arachnophobia
If you think Spidertron is too scary, I recommend this mod
https://mods.factorio.com/mod/arachnophobia
- Tue Aug 18, 2020 3:40 pm
- Forum: Balancing
- Topic: Spidertron speed buff
- Replies: 44
- Views: 22162
Re: Spidertron buff
[...] sounds perfectly moddable, your problem doesn't seem to happen on my maps. maybe i just have different needs. either way, mod it! Except spidertron prototype is missing the speed property, that's something I think I've read somewhere. And the MK3 God spider mod doesn't make them faster, only ...
- Mon Aug 17, 2020 8:41 pm
- Forum: Implemented mod requests
- Topic: on_spider_reached_destination
- Replies: 1
- Views: 1078
Re: on_spider_reached_destination
I've found a workaround which is to check if autopilot_destination is nil, and player hasn't driven the vehicle, and the spidertron remote hasn't been used
- Mon Aug 17, 2020 3:54 pm
- Forum: Implemented mod requests
- Topic: expose custom name
- Replies: 4
- Views: 1845
expose custom name
Spidertron custom name is not exposed in the API
I would use this to specify a single spidertron to the player
I would use this to specify a single spidertron to the player
- Sun Aug 16, 2020 1:46 pm
- Forum: Implemented mod requests
- Topic: on_spider_reached_destination
- Replies: 1
- Views: 1078
on_spider_reached_destination
I would like to see this event added Would be called when any spidertron reaches its autopilot_destination Event parameters vehicle :: LuaEntity: Spider vehicle which was requested to move. position :: Position: Goal position to which spidertron was sent to. player_index :: index of the player who r...
- Sat Aug 15, 2020 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash when adding extra legs to spidertron
- Replies: 1
- Views: 1706
[1.0.0] Crash when adding extra legs to spidertron
Steps to reproduce:
1. place spidertron
2. save + exit factorio
3. add another leg to spidertron in prototypes
4. open your save
5. factorio will crash
1. place spidertron
2. save + exit factorio
3. add another leg to spidertron in prototypes
4. open your save
5. factorio will crash
- Thu Aug 13, 2020 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Add more information to entity descriptions
- Replies: 14
- Views: 2813
Re: Add more information to entity descriptions
Could still be hidden in singleplayerAmericanPatriot wrote: βThu Aug 13, 2020 4:55 pmThat is often used in multiplayer to figure out who griefed or built somethingmicromario wrote: βThu Aug 13, 2020 5:30 amI also feel that
"Last user: micromario"
Could be removed from entity descriptions
- Thu Aug 13, 2020 6:42 am
- Forum: Ideas and Suggestions
- Topic: Add more information to entity descriptions
- Replies: 14
- Views: 2813
Re: Add more information to entity descriptions
You could also use chunks*16 and call it tiles
- Thu Aug 13, 2020 5:30 am
- Forum: Ideas and Suggestions
- Topic: Add more information to entity descriptions
- Replies: 14
- Views: 2813
Add more information to entity descriptions
Here are some features from my new mod Extended Descriptions that I think would go well in the base game https://mods.factorio.com/mod/extended-descriptions https://mods-data.factorio.com/assets/24ac8b5f4e3b153386d4b05763e5ceeaeffbe51e.png https://mods-data.factorio.com/assets/b3c8a3e662360c96125afc...
- Mon Aug 10, 2020 5:33 pm
- Forum: Won't implement
- Topic: LuaEntity.custom_description
- Replies: 1
- Views: 803
LuaEntity.custom_description
You can currently use LuaItem.custom_description to set a custom localised string as the description
It would be nice if we could also use this on entities
It would be nice if we could also use this on entities
- Fri Aug 07, 2020 7:37 am
- Forum: Mods
- Topic: [.17+] Extended Descriptions
- Replies: 0
- Views: 585
[.17+] Extended Descriptions
Extended Descriptions adds extra information onto tooltips All added information is faithful to vanilla font and color https://mods-data.factorio.com/assets/4b89c9d3e7ae1cbb8457f0ae75444976ee64570f.png - Machine sizes https://mods-data.factorio.com/assets/7118fdc452cdf0b925888127a3d1ab43b3749c47.png...
- Tue Jul 21, 2020 4:57 pm
- Forum: Not a bug
- Topic: [.18.34] Recipe categories scroll reset
- Replies: 4
- Views: 1670
Re: [.18.34] Recipe categories scroll reset
Thank you for letting me know. I'll try to find a solution that does not involve resizing the inventory