Search found 69 matches

by mk-fg
Fri May 17, 2019 4:56 pm
Forum: Modding help
Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Replies: 36
Views: 7234

Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()

on_init(f) Register a callback to be run on mod init. This is called once when a new save game is created or once when a save file is loaded that previously didn't contain the mod. This is always called before other event handlers and is meant for setting up initial values that a mod will use for i...
by mk-fg
Fri May 17, 2019 4:29 pm
Forum: Modding help
Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Replies: 36
Views: 7234

Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()

Start a game with two mods installed/unpacked/enabled - https://mods.factorio.com/mod/Will-o-the-Wisps_updated and https://mods.factorio.com/mod/research-queue-the-old-new-thing Other mods were enabled as well at the time, but none that should interfere with this sequence afaik. Was able to reprodu...
by mk-fg
Fri May 17, 2019 4:23 pm
Forum: Modding help
Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Replies: 36
Views: 7234

[0.17.41] lua on_force_created event handler is not called on game.create_force()

Starting New Game with two mods, one with "defines.events.on_force_created" handler and another calling game.create_force() from script.on_init() handler, handlers in the first mod do not get called. This is a follow-up on the bug discussed here: https://mods.factorio.com/mod/research-queu...
by mk-fg
Mon May 13, 2019 6:25 pm
Forum: Mod portal Discussion
Topic: [Mod Portal] Can't upload any mod updates.
Replies: 5
Views: 2032

Re: [Mod Portal] Can't upload any mod updates.

Thanks for the info.
Have been the issue for me as well, and enabling VPN through other country seem to have fixed it - mod upload worked.
by mk-fg
Mon May 13, 2019 12:47 pm
Forum: Mod portal Discussion
Topic: [Mod Portal] Can't upload any mod updates.
Replies: 5
Views: 2032

One more mod upload - Status Invalid / Unknown error

Hi, Same error as other people had here, looking like this: https://i.imgur.com/Nu8S20I.jpg This happened to upload after relatively minor control.lua changes, without changing thumbnail, files' encoding, layout, etc. I've done similar changes four days in a row and it worked without issue for three...
by mk-fg
Thu May 02, 2019 7:19 am
Forum: Technical Help
Topic: What are performance numbers in Debug Mode show-time-usage?
Replies: 2
Views: 5826

Re: What are performance numbers in Debug Mode show-time-usage?

As it came up recently in discord, to answer this old question of mine: Current https://wiki.factorio.com/Debug_mode has this info for show-time-usage. - Internal statistics about how long some calculations take, in milliseconds per tick. - Time is shown as average/min/max of the last 100 ticks, int...
by mk-fg
Thu May 02, 2019 6:48 am
Forum: Implemented mod requests
Topic: entity.id, a unique, persistent ID
Replies: 20
Views: 14714

Re: entity.id, a unique, persistent ID

Bit of a necro-post, but as this topic comes up in google with no apparent solutions, here's one "entity.id"-like value provided by factorio: entity.unit_number - https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number Afaik every valid EntityWithOwner and its children hav...
by mk-fg
Sun Apr 28, 2019 1:01 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.17.x] Will-o'-the-Wisps updated

The latest changenotes… what do you mean by non-player triggers? Description when hovering pointer over that mod setting probably explains it better: Changes wisps in surrounding area to not become angry if something not directly linked to player kills them. Can be useful with various "environ...
by mk-fg
Fri Apr 12, 2019 12:39 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Uploaded to 0.1.0 version, which should work with 0.17.x. Didn't test it much yet, but don't think there were any breaking lua-api changes, so should probably work fine. Or even better than before in fact, as I've updated lighting to use new LuaRending API instead of creating explosions under all wi...
by mk-fg
Tue Mar 05, 2019 10:17 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Yeah, want to play 0.17 myself, and definitely with the mod, so will probably update it then.
Actually thought to start new game few days ago when it released, but then seeing daily patches on twitter thought "hmm, nah, should wait a couple of days for major bugs to be ironed-out" :)
by mk-fg
Sat Nov 10, 2018 7:21 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Is there a way for me to see which mod causes this without the need to test "every" single mod?... since it takes a little while to start :D There are debug tools and console commands in the game, specifically to track mod resource usage, as also mentioned earlier. Some wiki page probably...
by mk-fg
Sat Nov 10, 2018 12:43 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Uploaded 0.0.53 update, which (hopefully) fixes any such map-regeneration shenanigans, and addresses some other minor inconsistencies. Unfortunately it was done in a rather radical way (to get rid of some old error-prone data structures) and with only limited testing, so not entirely sure if it'll b...
by mk-fg
Fri Nov 09, 2018 5:46 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

It's definitely something with a ton of sprites - when loading game, it passes lua init with something like 3-4G iirc, but when it gets to loading sprites, quickly goes over 11G and segfaults due to lack of memory. No worries though, wisps.rar is all I need from there, and aside from definitely havi...
by mk-fg
Fri Nov 09, 2018 3:04 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Oh dear, I just realized that I don't actually have 16G of RAM on my 6-year old machine while trying to load your set of mods and save... will see how it goes :)
by mk-fg
Fri Nov 09, 2018 3:01 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

I did the command on both save games and got another error this time "Error while running event Will-o-the-Wisps_updated::on_tick (ID 0) __Will-o-the-Wisps_updated__/libs/zones.lua:150: attempt to index local 'chunk' (a nil value)" pretty close to the error which started this all, second ...
by mk-fg
Fri Nov 09, 2018 2:56 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Bloodymight wrote:
Fri Nov 09, 2018 2:43 am
Edit: I made a .rar instead of .zip because I didnt really pay attention to that, I hope thats not a problem :?
Definitely not, besides who doesn't have 7zip these days which opens any archive format ayway :)
by mk-fg
Fri Nov 09, 2018 2:48 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

uploaded save and modlist looks like it worked, this time I got another error "Error while running event Will-o-the-Wisps_updated::on_tick (ID 0) __Will-o-the-Wisps_updated__/libs/zones.lua:75: attempt to call field 'get_pollution' (a nil value)" Yeah, this is totally normal after the com...
by mk-fg
Fri Nov 09, 2018 2:28 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

I did fix that "/wisp zone export" command once again, if you want to give it another try, should definitely work now.
Though if you'll upload the save anyway, maybe not much need to bother.
by mk-fg
Fri Nov 09, 2018 2:18 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

I used a mod to remove unused chunks so map adds newly enabled resources maybe that did something? well nvm you said there were other people with the same error No no, that'd probably do it, if it does this by re-generating map chunks, which it probably does. Other people had error in same function...
by mk-fg
Fri Nov 09, 2018 2:04 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16059

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

interesting thing is, I still didnt have any crashes since I reinstalled your mod, so not sure what to make out of that I packed all mods and 2 saves together(latest main save(test 2) we use and one where it all started (test)) Save file where it all started uses less mods but both crashed before I...

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