Search found 5116 matches

by Klonan
Tue Dec 13, 2022 7:56 pm
Forum: Implemented mod requests
Topic: LuaAPI: player.open_map allow to follow entity
Replies: 7
Views: 1692

Re: LuaAPI: player.open_map allow to follow entity

BrainGamer_ wrote:
Sun Dec 11, 2022 2:46 am
I would like to be able to have a mod open the map view that follows an entity (like the train overview GUI can).
Thank you for the request,
I have added it for the next release

Code: Select all

- Added 'entity' to LuaPlayer::open_map and LuaPlayer::zoom_to_world, which specifies an entity to follow.
by Klonan
Fri Dec 09, 2022 8:36 am
Forum: Not a bug
Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
Replies: 3
Views: 1147

Re: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, can

Nidan wrote:
Fri Dec 09, 2022 6:10 am
Out of curiosity, how do robots take fire damage? At first glance, I'd sort fire into the non-targeted group, but bots certainly burn when flying over fire.
The fire flame on the ground doesn't do any filtering for collision masks, it just does damage to all entities in the fire hitbox
by Klonan
Wed Dec 07, 2022 11:17 am
Forum: Modding help
Topic: By RCON spawned Biter won´t attack
Replies: 2
Views: 705

Re: By RCON spawned Biter won´t attack

You can use `entity.set_command` and set an Idle command, with the distraction type of 'by_anything':
https://lua-api.factorio.com/latest/Con ... ml#Command
by Klonan
Sat Dec 03, 2022 10:30 pm
Forum: This Forum
Topic: Forum name change
Replies: 25
Views: 11543

Re: Forum name change

Asynchron wrote:
Sat Dec 03, 2022 8:03 pm
Hi,

Can someone change my username to Asynchron, please?

Thanks,
Asynchron.
It is done
by Klonan
Fri Dec 02, 2022 6:32 am
Forum: Modding interface requests
Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
Replies: 4
Views: 1469

Re: Add efficient method for damaging (or killing) LuaEntities from the lua API

The biters don't spawn particles if they are damaged by 'fire' damage type, if the script uses this type to do the damage it will not spawn the particles.

Mods can also add other damage types to the `damage_type_filters` in the particle trigger effects to also filter with those ones.
by Klonan
Mon Nov 28, 2022 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.72] dropdown style not supporting all font_color types
Replies: 2
Views: 1849

Re: [Klonan] [1.1.72] dropdown style not supporting all font_color types

Thanks for the report,

It is fixed for the next release
by Klonan
Sun Nov 27, 2022 8:22 pm
Forum: Modding discussion
Topic: Priority of loading mods
Replies: 2
Views: 964

Re: Priority of loading mods

SLywnow wrote:
Sun Nov 27, 2022 8:12 pm
automatically load all the mods from dependencies before the mod.
Its a great idea! Actually its what we already do :D
by Klonan
Mon Nov 21, 2022 10:13 am
Forum: Technical Help
Topic: Cannot log out of my factorio.com account on Switch
Replies: 4
Views: 1612

Re: Cannot log out of my factorio.com account on Switch

Hello, I just got back to your email this morning, For reference unlinking Switch account is something we are working to adding to our backend and frontend, This is the first case reported to us, to it took a little bit of extra time to sort out what we needed to do and make a plan If anybody needs ...
by Klonan
Mon Nov 14, 2022 1:59 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 20005

Re: Remove Expensive Mode

We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), I...
by Klonan
Mon Nov 14, 2022 9:53 am
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 20005

Re: Remove Expensive Mode

We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), It...
by Klonan
Wed Nov 02, 2022 12:52 pm
Forum: Fixed for 2.0
Topic: [Klonan] [1.1.70] Shortcuts menu stays widened after UI rescale
Replies: 1
Views: 1101

Re: [Klonan] [1.1.70] Shortcuts menu stays widened after UI rescale

Thanks for the report,

I have fixed it for 1.2
by Klonan
Wed Nov 02, 2022 11:22 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.70] Locomotive GUI: fuel emissions modifier with burnt result slots
Replies: 1
Views: 2453

Re: [Klonan] [1.1.70] Locomotive GUI: fuel emissions modifier with burnt result slots

Suggested solution: remove the pollution modifier text shown below the progress bar. It doesn't need to be there: the modifier is already shown on the entity tooltip. Agreed, it is weird, there is far more useful information that is relegated to the tooltips, while this random pollution modifier is...
by Klonan
Wed Nov 02, 2022 10:15 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.68] Any placeable item can be obtained in Transport belt madness
Replies: 1
Views: 2139

Re: [Klonan] [1.1.68] Any placeable item can be obtained in Transport belt madness

Thank you very much for the report,

It is fixed for the next release
by Klonan
Mon Oct 10, 2022 7:52 pm
Forum: Won't implement
Topic: Ability to request the nearest enemy
Replies: 4
Views: 1823

Re: Ability to request the nearest enemy

While it would be possible to try to do that in Lua using find_entities_filtered calls in on_tick, it would be much nicer if that functionality is built into the API. I mean, you can say that about any part of mod making, hand-off the effort and maintenance of the code to the engine But generally u...
by Klonan
Sun Oct 02, 2022 3:46 pm
Forum: Fixed for 2.0
Topic: [1.1.69] EULA text cut off
Replies: 1
Views: 1174

Re: [1.1.69] EULA text cut off

Thanks for the report

It is fixed in 1.2
by Klonan
Tue Sep 27, 2022 7:37 am
Forum: Implemented Suggestions
Topic: New Game Support Languages on Steam
Replies: 12
Views: 3098

Re: New Game Support Languages on Steam

I added the languages that were translated enough (at least 90%)
by Klonan
Tue Sep 27, 2022 7:01 am
Forum: Modding interface requests
Topic: prevent nauvis from generating?
Replies: 4
Views: 1302

Re: prevent nauvis from generating?

I have to start a new game during development and debugging, I've done it already 500 times, possibly going to go into the thousands in the future while making this mod, and each new game generates a new map unnecessarily adding to development time exponentially. Hold CTRL when pressing 'New Game'
by Klonan
Wed Sep 21, 2022 7:41 pm
Forum: Not a bug
Topic: LuaEntity.stop_spider() has no effect
Replies: 2
Views: 1126

Re: LuaEntity.stop_spider() has no effect

Expected behavior: If a spider-vehicle is in motion, it will immediately stop once it has received the stop_spider() command. This isn't very intuitive. Shouldn't stop_spider() automatically clear autopilot_destination/autopilot_destinations? The function is only calling the internal resetSpeed() o...

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