Search found 625 matches
- Fri Dec 17, 2021 2:05 pm
- Forum: Mod portal Discussion
- Topic: Mod portal search doesn't work in Firefox
- Replies: 7
- Views: 1904
Re: Mod portal search doesn't work in Firefox
Works fine for me on macOS 12.1, FireFox 95.0.1.
- Wed Dec 08, 2021 2:02 pm
- Forum: Technical Help
- Topic: Steam Achivments Not Working
- Replies: 8
- Views: 1819
Re: Steam Achivments Not Working
I do not know console commands and do not use them. The only one mod is Helmod 0.12.5. As stated before, using mods disables steam achievements for that save. You could remove helmod, recover the achievements, there is a topic somewhere, on how to edit saves to reenable them, get all achievements, ...
- Wed Nov 24, 2021 1:17 pm
- Forum: Gameplay Help
- Topic: change nickname
- Replies: 5
- Views: 7794
Re: change nickname
viewtopic.php?p=480321#p480321 suggests /swap-players
- Mon Nov 22, 2021 8:01 pm
- Forum: Mod portal Discussion
- Topic: Reducing the number of categories
- Replies: 19
- Views: 5069
Re: Reducing the number of categories
Honestly, if it were me, I'd probably set it up as a category and subcategory system. Categories would be as presented in the OP, general encompassing terms. Modders would only be able to select 1 category for their mod. Subcategories would be like the existing list, more specific pieces. Modders w...
- Sat Nov 06, 2021 4:04 pm
- Forum: Modding help
- Topic: Get player surface during on_nth_tick
- Replies: 5
- Views: 1162
Re: Get player surface during on_nth_tick
Oh no I am actually an idiot... control.lua is of course control stage modding.FuryoftheStars wrote: ↑Sat Nov 06, 2021 3:27 pm
Oh, this is going to be confusing if control.lua is called data stage and there are data.lua files that are a different stage....
- Sat Nov 06, 2021 3:19 pm
- Forum: Modding help
- Topic: Get player surface during on_nth_tick
- Replies: 5
- Views: 1162
Re: Get player surface during on_nth_tick
To be specific, I'm trying to update the functionality of the mod Steinios Wind Sensor (a EvoGUI plugin mod) for use in another mod I'm making. However, in the wind sensor mod, they pull the wind data only from game.surfaces["nauvis"]. I'd like to change this so it'll pull from whichever ...
- Fri Nov 05, 2021 4:54 pm
- Forum: Modding help
- Topic: Connecting entities by copper wire but not autoconnect to power poles
- Replies: 14
- Views: 3040
- Fri Nov 05, 2021 4:48 pm
- Forum: Questions, reviews and ratings
- Topic: bug caused by mod(?)
- Replies: 9
- Views: 2322
Re: bug caused by mod(?)
Fixed in v1.2.8
- Thu Nov 04, 2021 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
- Replies: 7
- Views: 3696
- Wed Nov 03, 2021 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
- Replies: 7
- Views: 3696
Re: [1.1.45] Crash when visiting locomotive page in prototype explorer
Thanks for the report. I tried to reproduce the crash but it seems to work fine for me. Can you try verifying the steam files and see if it finds anything wrong? If you restart your computer does it still happen? Verifying steam files and restarting still doesn't help. I tried with my non-steam ins...
- Wed Nov 03, 2021 2:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
- Replies: 7
- Views: 3696
[Genhis] [1.1.45] Crash when visiting locomotive page in prototype explorer
To reproduce: - Open prototype explorer - Search for "Locomotive" - Click on "entity" - Open the Locomotive page OR - Hover over locomotive - Press prototype GUI button This causes a crash which isn't reported in the log, but instead opens a macOS crash window with some other inf...
- Tue Nov 02, 2021 4:02 pm
- Forum: Modding help
- Topic: Electric Network without visible wire
- Replies: 4
- Views: 1171
Re: Electric Network without visible wire
I would like an entity to have electric network transport properties (similar to power poles) but without visible copper wire connections. Currently I spawn a custom electric pole to get connectivity to the electric network. However as the default wires have the curved drawing it's getting kind of ...
- Sun Oct 31, 2021 2:21 pm
- Forum: Questions, reviews and ratings
- Topic: bug caused by mod(?)
- Replies: 9
- Views: 2322
Re: bug caused by mod(?)
It would be very helpful if you could send me your save by Google drive, wetransfer, or similaroyunbagimlisi wrote: ↑Sun Oct 31, 2021 4:14 amI upgraded to the current version. I still can't click the locomotives. I suggest you check and test it. With health...
- Sun Oct 31, 2021 12:27 am
- Forum: Questions, reviews and ratings
- Topic: bug caused by mod(?)
- Replies: 9
- Views: 2322
Re: bug caused by mod(?)
Thank you. Space mode (SE) is off. SpidertronWeaponSwitcher, Turned it off fixed it. But it's most likely due to the updated version. (I'm still using 1.38) But the thing is, I couldn't click the locomotives; the cursor was red. When I stop the mod, I can easily select the locomotives. Oh right, I ...
- Sat Oct 30, 2021 10:55 pm
- Forum: Questions, reviews and ratings
- Topic: bug caused by mod(?)
- Replies: 9
- Views: 2322
Re: bug caused by mod(?)
Almost certainly SpidertronWeaponSwitcher colliding with another mod that messes with collision masks (could be Space Exploration, but I’m pretty sure I tested them together, so perhaps SE + a 3rd mod).
- Wed Oct 27, 2021 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
- Replies: 5
- Views: 3548
Re: [StrangePan] [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
The fix in 1.1.44 seems to work - thanks!
- Wed Oct 13, 2021 12:25 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
- Replies: 5
- Views: 3548
Re: [1.1.41] Crash: InventoryGuiSlot.cpp:220: No itemstack found
Thanks for the bug report Xorimuth! The attached files and description help a lot. I was able to reproduce the issue consistently with the following steps: 1. enter spidertron mk3 2. move mouse to equipment gui (weapons & ammo) 3. on the same frame a tooltip would pop up, press CTRL+TAB to swit...
- Mon Oct 11, 2021 11:36 am
- Forum: Ideas and Suggestions
- Topic: Let spidertron ride a train
- Replies: 5
- Views: 1523
Re: Let spidertron ride a train
It sounds like Vehicle Wagons is a good fit for you. I’d also submit my mod, Spidertron Enhancements for consideration, which lets you ride trains as a spidertron. It only works if you are riding with the spidertron though.
- Tue Oct 05, 2021 1:21 am
- Forum: Not a bug
- Topic: [1.1.41] Cannot shift-click ammo from inventory to spidertron
- Replies: 2
- Views: 1053
Re: [1.1.41] Cannot shift-click ammo from inventory to spidertron
it could be turned into a simple bool on a VehiclePrototype, maybe something like "take_ammo_from_character_transfers" that would be set to false on the spidertron, that way modders would be able to alter this behavior at will.. That would however be a modding interface request which woul...
- Tue Oct 05, 2021 1:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] Vehicle weapon range is being ignored
- Replies: 8
- Views: 4331
Re: [1.1.41] Vehicle weapon range is being ignored
Errrrr, this behaviour is what I observed, but the docs disagree! "The gun will fire at the maximum range in the direction of the target position" - https://wiki.factorio.com/Types/AmmoType#clamp_position I'd prefer the behaviour to change to match the docs, but one of them should certain...