Search found 1644 matches

by Pi-C
Wed Jul 01, 2020 7:07 am
Forum: Mod portal Discussion
Topic: Unable to login to Mod Portal
Replies: 9
Views: 2378

Re: Unable to login to Mod Portal

Perhaps unrelated, but searching for a mod doesn't work anymore either! I searched for a particular mod, but just got a list of the most recently updated mods.
by Pi-C
Wed Jul 01, 2020 6:49 am
Forum: Mod portal Discussion
Topic: Unable to login to Mod Portal
Replies: 9
Views: 2378

Re: Unable to login to Mod Portal

Same thing just happened to me. When I used the correct password on the mod portal, it was accepted but "Log in" still remained on top of the page. After using a wrong password deliberately, I've got a complaint "username and password don't match".
by Pi-C
Sun Jun 28, 2020 3:23 pm
Forum: Modding help
Topic: Multi file problem
Replies: 1
Views: 429

Re: Multi file problem

1, Is it possible to access functions or variables in another file? Through require directive or something else? In this mod , I've stored different functions and variable definitions in an extra file (common.lua): return function () local common = {} -----------------------------------------------...
by Pi-C
Sat Jun 27, 2020 2:26 pm
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 3924

Re: Issues with the new design

Having just used the mod portal again, here are 2 suggestions: It would be nice if we could preview our posts on the discussion boards before submitting. Sometimes, markdown mark-up plays strange tricks, so being able to get a post right before pressing the Submit button would be a nice feature. I a...
by Pi-C
Sat Jun 27, 2020 9:26 am
Forum: Gameplay Help
Topic: Question about train stations and cricut network!
Replies: 5
Views: 2060

Re: Question about train stations and cricut network!

1) yes, by measuring the train ID of the 1st station to enable the second. 2) yes, hook lights to the signal for the block. Cool thank you! So i used the method to enable the second station but now there is a problem where, when the first train leave the second train goes the the first station. Whi...
by Pi-C
Sat Jun 27, 2020 8:16 am
Forum: Ideas and Suggestions
Topic: Some new signals
Replies: 11
Views: 3385

Re: Some new signals

A) make a circuit that counts the number of ticks for day and night. See wiki for exact numbers. How would you prime that thing? Can you get the current game.tick somehow? Sure, you can make a clock (a counter resetting itself after x ticks), but what if you build it in the middle of the day? Most ...
by Pi-C
Sat Jun 27, 2020 6:11 am
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 3924

Re: Issues with the new design

Just posted that on the FFF thread, then saw this one, which seems more appropriate. So here it goes again: At least on my laptop, I've an issue with the search function: Any text I input into the form is almost invisible because it's white on a very light background. The strange thing is, when I ma...
by Pi-C
Sat Jun 27, 2020 6:06 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 38728

Re: Friday Facts #352 - New website

At least on my laptop, I've an issue with the mod portal. I really can't use the search function: Any text I input into the form is almost invisible because it's white on a very light background. The strange thing is, when I made a screenshot, the background turned into a gray tone, so the search te...
by Pi-C
Tue Jun 23, 2020 1:47 pm
Forum: Modding help
Topic: game.active_mods crashes when loading 0.17 world (in 0.18)
Replies: 3
Views: 1028

Re: game.active_mods crashes when loading 0.17 world (in 0.18)

So in my mod I want to check if alien biomes is active: if game.active_mods["alien-biomes"] then This is run in control.lua a function that's called in on_init and on_load. When I load a world last saved in 0.18, everything is fine. But when I load a world last saved in 0.17, I get this e...
by Pi-C
Sun Jun 21, 2020 4:58 pm
Forum: Implemented mod requests
Topic: Blacklist for prototypes turrets shouldn't attack
Replies: 2
Views: 2252

Re: Blacklist for prototypes turrets shouldn't attack

I think this is excellent use case for trigger-target-type and trigger_target_mask (https://forums.factorio.com/71657) I must have missed those before… So for 0.18.33 I added, attack_target_mask and ignore_target_mask to turret prototype. Excellent! I never thought this would be added so quick, so ...
by Pi-C
Sun Jun 21, 2020 7:21 am
Forum: Implemented mod requests
Topic: Blacklist for prototypes turrets shouldn't attack
Replies: 2
Views: 2252

Blacklist for prototypes turrets shouldn't attack

I'd like to prevent that water turrets can attack certain entities. Currently, if an entity (character/unit-spawner/turret) or unit from an enemy force is in range of a water turret, this water turret will attack it. Let's say I don't want water turrets to attack spawners and worms. Currently, I lis...
by Pi-C
Sun Jun 14, 2020 7:14 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27364

Re: Geothermal - A clean, but powerful power source all day long

Hi, Reika! I've got this crash on loading the game: 109.642 Mods to disable:Failed to load mods: Error while running setup for entity prototype "geothermal-heat-exchanger" (assembling-machine): Invalid fluid pipe connections: connections must all be at least 1 tile distance from each other...
by Pi-C
Fri Jun 12, 2020 10:15 pm
Forum: Modding help
Topic: Lua-API description bug?
Replies: 1
Views: 705

Lua-API description bug?

In the description of the on_entity_damaged event, there is this: final_health :: float: The health of the entity after the damage was applied. I've been logging some data on entering the event script: 36505.401 Script @__WaterTurret__/control.lua:754: event.entity.health: 12.310014724731445 36505.4...
by Pi-C
Fri Jun 12, 2020 4:55 pm
Forum: Modding interface requests
Topic: Allow character entities to be teleported to another surface
Replies: 0
Views: 454

Allow character entities to be teleported to another surface

TLDR: Allow teleporting character entities to another surface iff teleporting entities comes with less overhead than generating new ones. Why? This would allow at least two mods to perform better. What? I've recently discussed with Earendel how AAI Programmable Vehicles and Autodrive work. Both mod...
by Pi-C
Fri Jun 12, 2020 9:15 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 293624

Re: [MOD 0.18] Xander Mod v3.4.3

jakeyjkp wrote:
Fri Jun 12, 2020 3:33 am
Ah okay - screen shot that is.
If you only want to post an error message, just copy the text from factorio-current.log! That not only saves bandwidth and storing space, it also is more useful to modders because they can directly copy search-strings from your posting. :-)
by Pi-C
Wed Jun 10, 2020 5:09 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 27975

Re: Version 0.18.31

invisus wrote:
Wed Jun 10, 2020 4:58 pm
Not to mention that the bottleneck indicators are now made redundant by the built-in indicator on the new miner model.
I thought these new indicators were only in the new miners? So bottleneck would be redundant just for them, not for assemblers, furnaces, etc. Is that correct?
by Pi-C
Wed Jun 10, 2020 1:25 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 27975

Re: Version 0.18.31

i've seen mods on github that changed their main folder name's number each version, effectively moving ALL their files to a folder of a different name, which seemed incredibly stupid*/screen-space-wasteful regarding any later version comparison. To me, it makes sense to let the folder inside the zi...
by Pi-C
Wed Jun 10, 2020 6:28 am
Forum: Modding help
Topic: Need a solution to getting cursor position while in map view
Replies: 2
Views: 793

Re: Need a solution to getting cursor position while in map view

If only there was a way to marry capsule and selection tool … That would be something i could use for Autodrive. :-)
by Pi-C
Tue Jun 09, 2020 5:06 am
Forum: Ideas and Suggestions
Topic: Few QoL changes
Replies: 2
Views: 413

Re: Few QoL changes

Occasionally I stumble upon mods that haven't been updated for quite a while now or gets updated on a daily basis which I can only realize if I click on the mod portal link at the moment. Why do you want to have frequently updated mods? Sometimes, a mod is just done and working as intended. For exa...
by Pi-C
Mon Jun 08, 2020 6:38 am
Forum: Modding help
Topic: Calculating maximum vehicle speed
Replies: 5
Views: 794

Re: Calculating maximum vehicle speed

Thanks! While browsing the mod's discussion board, I've found this thread where somebody provided some code for calculating the maximum speed. This was posted several weeks before I even started to collaborate on Autodrive, that's why I didn't see it before. :-) I adapted the code this way: -- Modde...

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