Search found 1644 matches
- 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.
- 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".
- 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 = {} -----------------------------------------------...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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
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.
- Wed Jun 10, 2020 5:09 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 27975
Re: Version 0.18.31
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?
- 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...
- 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.
- 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...
- 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...