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by Xorimuth
Tue Jan 05, 2021 3:50 pm
Forum: Implemented mod requests
Topic: Set spidertron body orientation
Replies: 2
Views: 706

Set spidertron body orientation

Currently Spidertrons cannot have their orientation/direction set and their `supports_direction` is false. Whilst this make sense (spidertrons are complex entities!), it means that when you create them with `surface.create_entity` they are always in exactly the same position and orientation. I'd lik...
by Xorimuth
Mon Jan 04, 2021 2:50 pm
Forum: Technical Help
Topic: Rocket silo stats not appearing
Replies: 2
Views: 609

Re: Rocket silo stats not appearing

It was removed in 1.1. If you need it back then you can either extrapolate from the "All time" space science produced in the production tab or install this mod: https://mods.factorio.com/mod/rocket-silo-stats (which looks much better than the old button anyway).
by Xorimuth
Sun Jan 03, 2021 6:22 pm
Forum: Ideas and Suggestions
Topic: Shift + E to open vehicle inventory
Replies: 2
Views: 561

Shift + E to open vehicle inventory

In 1.1 there are up to 2 buttons in the bottom left for opening inventories: one for the player's inventory and one for whichever vehicle you are driving in. You can, of course, press E to get to your own inventory but I'd like to propose the hotkey Shift + E to open the inventory for the vehicle. I...
by Xorimuth
Sat Jan 02, 2021 10:35 pm
Forum: Won't implement
Topic: LuaControl.move_crafting(start_index, end_index, count)
Replies: 2
Views: 1049

Re: LuaControl.move_crafting(start_index, end_index, count)

And I'm guessing the reasoning behind not improving the crafting queue is because the intention is to encourage players to automate crafting and not handcraft everything.
by Xorimuth
Sat Jan 02, 2021 12:53 pm
Forum: Technical Help
Topic: [1.1.6] Error on mac "factorio.app can’t be opened because Apple cannot check it for malicious software"
Replies: 7
Views: 1791

Re: [1.1.6] Error on mac "factorio.app can’t be opened because Apple cannot check it for malicious software"

Have you tried right click -> open. It somewhat bypasses security checks like this over double click.
by Xorimuth
Thu Dec 24, 2020 2:35 am
Forum: Minor issues
Topic: [1.1.6] Connecting to server of different version gives generic error message
Replies: 3
Views: 1045

Re: [1.1.16] Incorrect Error message

I seem to remember running into the exact same issue and being confused as to whether the server was actually working or not. (I thought that my friend had sat up a 1.1.5 server but it was actually on 1.0).
by Xorimuth
Mon Dec 21, 2020 2:50 pm
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 8
Views: 1651

Re: QOL: easy spidertron remote-selection

This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement. You're welcome. Thanks very much. I got there eventually and it is now in Spidertron Enhancements: https://...
by Xorimuth
Fri Dec 18, 2020 5:30 pm
Forum: Won't fix.
Topic: [1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories
Replies: 2
Views: 1044

Re: [1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories

The "fix" might be to just remove writing from the mod API. Please don't do that! I don't actually need to access the hand inside of blueprint books, it just came up because my mod was running a piece of code when it wasn't supposed to and I thought that it should be reported. Just a simp...
by Xorimuth
Wed Dec 16, 2020 6:23 pm
Forum: Won't fix.
Topic: [1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories
Replies: 2
Views: 1044

[1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories

player.hand_location returns inventory :: defines.inventory slot :: uint If you access hand_location whilst holding a blueprint in the 3rd slot of a blueprint book in the players inventory then it will have inventory = 1, slot = 3. If you then write that same information back to player.hand_location...
by Xorimuth
Wed Dec 16, 2020 4:59 pm
Forum: Not a bug
Topic: [1.1.6] Items do not show colour/other info in container tooltip
Replies: 1
Views: 309

[1.1.6] Items do not show colour/other info in container tooltip

- Create a spidertron with a colour, or connect a spidertron remote, or create a blueprint - Place in container - Hover over container - Observe icons in container tooltip have the default colour/icon This was fixed for items on the ground in 1.1 (https://factorio.com/blog/post/fff-362), so maybe th...
by Xorimuth
Sat Dec 12, 2020 2:27 am
Forum: Releases
Topic: Version 1.1.4
Replies: 24
Views: 15019

Re: Version 1.1.4

That's actually a feature that I wrote for my Spidertron Engineer mod (https://mods.factorio.com/mod/SpidertronEngineer). Now that you've mentioned it here, I think that I might release that little bit as a standalone mod, without all the 'transform-the-player-into-a-spidertron' extra that the orig...
by Xorimuth
Fri Dec 11, 2020 11:58 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
Replies: 11
Views: 4173

Re: [1.1.5] Minor - Continue button now always starts Hosted game

I'm also running into this issue on macOS with steam cloud sync blueprint library sync on.
by Xorimuth
Thu Dec 10, 2020 11:52 am
Forum: Minor issues
Topic: [1.1.5] Spidertron remote control state not stored in save file
Replies: 7
Views: 1625

Re: [1.1.5] Spidertron remote control state not stored in save file

I can't replicate this bug in single player.
by Xorimuth
Mon Dec 07, 2020 1:05 pm
Forum: Implemented mod requests
Topic: LuaEntity.autopilot_waypoints to access spidertron waypoints
Replies: 2
Views: 894

LuaEntity.autopilot_waypoints to access spidertron waypoints

Currently there is only LuaEntity.autopilot_destination which returns a single position. This should really be a list of positions, or a separate autopilot_waypoints which returns a list of positions, one for each waypoint.
by Xorimuth
Sat Dec 05, 2020 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.5] Spidertron Acid graphical misplacement
Replies: 2
Views: 776

Re: [1.1.5] Spidertron Acid graphical misplacement

Agreed. The acid moves with the spidertron, but it looks comically out of place, as if it is floating underneath it.
by Xorimuth
Sat Dec 05, 2020 8:04 am
Forum: Modding interface requests
Topic: Get list of spidertrons following a certain spidertron
Replies: 5
Views: 987

Re: Get list of spidertrons following a certain spidertron

I personally would disagree with "prohibitively slow". Generally yes iterating all entities of a type on the surface is not the best idea, but think about the scale of the problem here. Iterating every transport belt would be prohibitively slow, as there are frequently thousands of those....
by Xorimuth
Sat Dec 05, 2020 7:58 am
Forum: Modding interface requests
Topic: Get list of spidertrons following a certain spidertron
Replies: 5
Views: 987

Re: Get list of spidertrons following a certain spidertron

Thanks for the info. I went ahead and implemented my workaround, which should work reasonably well. If you want to see it, it is this commit: https://github.com/tburrows13/Spidertro ... 8346103152

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