Search found 1650 matches

by Pi-C
Tue Nov 19, 2019 10:13 am
Forum: Modding help
Topic: Detecting editor mode
Replies: 2
Views: 411

Detecting editor mode

Is there a way to detect whether a game is currently running in /editor mode? A user reported a crash with GCKI : Error while running event GCKI::on_player_driving_changed_state (ID 26) LuaPlayer doesn't contain key player. Trying out the editor mode for the first time, I got another crash: Error wh...
by Pi-C
Tue Nov 19, 2019 6:43 am
Forum: Ideas and Suggestions
Topic: Concrete beams vs. Wooden Beams for rails?
Replies: 4
Views: 1082

Re: Concrete beams vs. Wooden Beams for rails?

I think last time I tried bioindustries ~7 months ago it required concrete for the normal rails … You're right: BI changes the recipe for vanilla rails, so it provides 3 rail recipes (not considering those for rail bridges and powered rails): Normal rails (modified): Crushed stone, steel plates, ir...
by Pi-C
Mon Nov 18, 2019 11:27 pm
Forum: Ideas and Suggestions
Topic: Concrete beams vs. Wooden Beams for rails?
Replies: 4
Views: 1082

Re: Concrete beams vs. Wooden Beams for rails?

Bio Industries has wooden rails -- but it also has a recipe requiring stone to update them to normal rails.
by Pi-C
Sun Nov 17, 2019 10:01 am
Forum: Modding help
Topic: Raised event seems to bypass filter
Replies: 6
Views: 1655

Re: Raised event seems to bypass filter

Raised event seems to bypass filter Does anybody have an idea what's going on there? Yup, that's just how it is currently. You have to keep your own Lua-based filtering code around in the event so that other mods raising events doesn't break things. That's why https://forums.factorio.com/viewtopic....
by Pi-C
Sun Nov 17, 2019 9:40 am
Forum: Modding help
Topic: Raised event seems to bypass filter
Replies: 6
Views: 1655

Re: Raised event seems to bypass filter

You're also missing some event parameters. https://lua-api.factorio.com/latest/index.html#Events event.name=defines.events[event] event.tick=game.tick Sorry, but I don't see how these should be relevant. I'm not using event.name and event.tick in my script, so why should I set them? Secondly, you'v...
by Pi-C
Sun Nov 17, 2019 8:13 am
Forum: Modding help
Topic: Raised event seems to bypass filter
Replies: 6
Views: 1655

Raised event seems to bypass filter

This bug that manifests itself in the Rocket-Silo Construction mod seems to be caused by one of my mods. GCKI listens for on_built_entity and makes use of filtering by entity name: script.on_event(defines.events.on_built_entity, function(event) GCKI.dprint("Entered event script on_built_entity...
by Pi-C
Sat Nov 16, 2019 7:49 am
Forum: General discussion
Topic: Multiple Game folders, or Multiple Mod folders....
Replies: 5
Views: 2266

Re: Multiple Game folders, or Multiple Mod folders....

Currently I have 4 copies of Factorio on my computer..... 1 Factorio 15.37 (playing with "GreyGoo" auto expanding factory) (Never gets Updated) 2 Factorio 17.78 (with favorite mods) 3 Factorio 17.78 (With Industrial Revolution Mod Pack) 4 Factorio 17.78 (With Space Exploration Mod Pack) W...
by Pi-C
Fri Nov 15, 2019 9:12 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358301

Re: [MOD 0.17] Industrial Revolution

Crash with 0.17.77: No other mod was active when this happened, just IR. That shouldn't be possible. The function it is saying has a nil value is required just a few lines above. Can't reproduce with 0.17.78. Unless there is some other contextual info I'm missing, I'd class this as "1/0 magic&...
by Pi-C
Fri Nov 15, 2019 8:38 pm
Forum: Won't implement
Topic: Artillery wagons can target biters
Replies: 7
Views: 2659

Re: Artillery wagons can target biters

See here Hence the modding interface request. Ooops, didn't see what subforum the post was in -- I always look at "New posts". :-D See here , here , and here . I don't see anything there why it shouldn't work -- which doesn't necessarily mean that there isn't anything. :-D y no targety bi...
by Pi-C
Fri Nov 15, 2019 8:10 pm
Forum: General discussion
Topic: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
Replies: 11
Views: 4042

Re: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base

Mihle wrote:
Fri Nov 15, 2019 3:54 pm
I am quite sure my trains have better breaks than my tank :)
Could be because there is research for Braking force of trains -- but not for cars? (In factorio, tanks are cars …)
by Pi-C
Fri Nov 15, 2019 8:05 pm
Forum: Gameplay Help
Topic: need help on train-schedule-setup.
Replies: 16
Views: 4928

Re: need help on train-schedule-setup.

Make sure that the train station is not deactivated too early! […] You also need to make sure that the full trains will all be able to unload at your smelting site, or wherever their cargo needs to go. When I tried to build a smart rail network, I didn't deactivate stations at all. Instead, I used ...
by Pi-C
Fri Nov 15, 2019 5:08 pm
Forum: Won't implement
Topic: Artillery wagons can target biters
Replies: 7
Views: 2659

Re: Artillery wagons can target biters

The artillery has a minimum range. I set it to 0, you can see screenshot its attacking the worm. Why no damage or attacky biters? See here : In automatic mode, [artillery turrets] function much the same as other turrets, automatically scanning for valid targets within range and firing on them. Auto...
by Pi-C
Fri Nov 15, 2019 5:03 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358301

Re: [MOD 0.17] Industrial Revolution

Crash with 0.17.77: 3.448 Factorio initialised 3.456 Mods to disable:Failed to load mods: __IndustrialRevolution__/data-final-fixes.lua:16: ...ialRevolution__/code/items-recipes/recipes-scrapping.lua:23: attempt to call global 'calculate_scraps' (a nil value) stack traceback: ...ialRevolution__/code...
by Pi-C
Tue Nov 12, 2019 1:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358301

Re: [MOD 0.17] Industrial Revolution

@Deadlock989: Sorry for the noise! I've cleaned up a bit on my end, and the game starts again. (I don't see, though, why the bug only occurred if IR was installed together with the language pack -- even if the default locale was used.) Probably because loading order is actually arbitrary. A-Z is a ...
by Pi-C
Tue Nov 12, 2019 10:12 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358301

Re: [MOD 0.17] Industrial Revolution

Error on startup with hardened pipe: - Hardened pipes 0.17.2 - Industrial Revolution 1.0.6 - Industrial Revolution: Language Pack 1.0.8 - base 0.17.74 Error at loading: `Error while loading recipe prototype "ion-probe" (recipe): Difficulty normal: Value must be a string in property tree `...
by Pi-C
Mon Nov 11, 2019 8:28 am
Forum: Won't implement
Topic: Local folder for each mod (version inspecific) and a settings file
Replies: 8
Views: 2694

Re: Local folder for each mod (version inspecific) and a settings file

I could also test things without adding them to the mod, including things I'd like to merge later, without having to constantly re-zip the file. You can have zipped and unzipped versions of the same mod in one directory, as well as different versions of the same mod. The game will use the latest ve...
by Pi-C
Sun Nov 10, 2019 7:06 pm
Forum: Mods
Topic: Rail fix -- fix crashes of mods that add new rails
Replies: 0
Views: 353

Rail fix -- fix crashes of mods that add new rails

Factorio 0.17.75 broke many mods that create new rails, resulting in crashes. Rail fix makes sure that all rails have a valid collision_mask. How does it work? This mod checks all entities of the types "curved-rail" and "straight-rail". It makes sure that the entity has a collisi...
by Pi-C
Wed Nov 06, 2019 1:56 pm
Forum: Mods
Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Replies: 18
Views: 4388

Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)

Update (0.17.11): Bumped dependency on base mod to >=0.17.75. Use the event filtering mechanism introduced in Factorio 0.17.75. This should improve performance as the mod now ignores events it doesn't need to know about. Fixes that a dummy character is left on the surface if a vehicle controlled by ...
by Pi-C
Tue Nov 05, 2019 7:01 am
Forum: Ideas and Suggestions
Topic: Blueprint editor / Design whiteboard
Replies: 14
Views: 6883

Re: Blueprint Editor / Factory Designer

Wouldn't it be great if you could select the factory and move it 2 tiles and then the construction bots would go and deconstruct the old and build the new BUT include all the contents? So an assembler holding 40 steel plates would get a proxy for 40 steel plates (I know that can be done) and the be...
by Pi-C
Mon Nov 04, 2019 11:12 pm
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 17673

Re: Version 0.17.75

The new tool tips look good indeed! But I've a suggestion: If a vehicle has weapons, they are shown in the tool tip. However, it would be nice to see whether the weapons can actually be used: vehicle_tooltips.png As you can see in the inventory, the car doesn't have ammo, so it doesn't really have u...

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