Search found 582 matches

by Reika
Sat Dec 05, 2015 9:02 pm
Forum: Modding help
Topic: Adding custom entity flags?
Replies: 9
Views: 8395

Re: Adding custom entity flags?

prg wrote:
Reika wrote:...What is the third category (just "turret") for?
Search for 'type = "turret"' in prototypes/entity/*turrets.lua.
Ah. Worms. That means I want to exclude them from this check, as they would be radiation-susceptible.

That gives me an interesting idea...
by Reika
Sat Dec 05, 2015 8:23 pm
Forum: Modding help
Topic: Adding custom entity flags?
Replies: 9
Views: 8395

Re: Adding custom entity flags?

That would not account for modded turrets, though. That can be solved with the code below. There is only 3 different kinds of turrets and the below code should add a 100% resistance of "your type" to all turrets including modded turrets. Place the code in a file called data-final-fixes.lu...
by Reika
Thu Dec 03, 2015 9:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.19] [Oxyd] [AI RELATED] Crash at set time in save
Replies: 11
Views: 12394

Re: [AI RELATED] Crash at set time in save

Also, I truncated the log because the first half is nothing but loading and hardware info, which I doubt to be useful and triples the length. And in the community I come from, posting entire logs - as opposed to just the stacktraces - is actually frowned upon , and where in most cases, in entire-lo...
by Reika
Thu Dec 03, 2015 9:42 pm
Forum: Modding help
Topic: Adding custom entity flags?
Replies: 9
Views: 8395

Re: Adding custom entity flags?

Gemzo wrote:What about if you made turrets 100% resistant to the damage type the weapon uses? As long as the enemies don't use that damage type, it should allow you to use "placeable-enemy" just fine, right?
That would not account for modded turrets, though.
by Reika
Thu Dec 03, 2015 7:21 am
Forum: Modding help
Topic: Adding custom entity flags?
Replies: 9
Views: 8395

Re: Adding custom entity flags?

it's not possible to make your own flags. Instead you could check if an entity has both the "placeable-enemy" and the "placeable-off-grid" flags as base turrets doesn't have both. I tried that. The table of flags in the checking code - inside the projectile class - appears to be...
by Reika
Thu Dec 03, 2015 4:37 am
Forum: Modding help
Topic: Adding custom entity flags?
Replies: 9
Views: 8395

Adding custom entity flags?

I wanted to make a (radiation-based) weapon that only damaged biters and their bases (so that I did not have to worry about destroying large areas of forest with my current weapons). No entity flag seems applicable; the closest was placeable-enemy, and that caused it to damage turrets as well. So I ...
by Reika
Wed Dec 02, 2015 7:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.19] [Oxyd] [AI RELATED] Crash at set time in save
Replies: 11
Views: 12394

Re: [AI RELATED] Crash at set time in save

If it is a mod, I would start with Natural Evolution, as it substantially changes biter behavior. That said, it is all through a control.lua and thus should be incapable of triggering an internal C++ crash like that. Guess what? [Oxyd] Error Util.cpp:63: Unexpected error occurred This was caused by...
by Reika
Wed Dec 02, 2015 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.19] [Oxyd] [AI RELATED] Crash at set time in save
Replies: 11
Views: 12394

Re: [AI RELATED] Crash at set time in save

There was a biter related crash fixed recently, this could be related to it. This specific issue I'm thinking, the game would crash when the AI destroyed a building. You are very likely on to something, as the crash happened seconds after biters took out a MK4 logistics robot (that decided to idle ...
by Reika
Wed Dec 02, 2015 6:27 am
Forum: Resolved Problems and Bugs
Topic: [0.12.19] [Oxyd] [AI RELATED] Crash at set time in save
Replies: 11
Views: 12394

[0.12.19] [Oxyd] [AI RELATED] Crash at set time in save

Every time my save reaches a certain point (now about 10s after the last save, but this issue has been in existence for over a week, since back when the issue was hours of gameplay out), it simply crashes to desktop. The logged error is as follows: 27.213 Loading map C:/Users\Reika\AppData\Roaming\F...
by Reika
Sat Nov 28, 2015 6:49 pm
Forum: Modding help
Topic: Game closes when loading mod, log contains no useful info
Replies: 4
Views: 5430

Re: Game closes when loading mod, log contains no useful info

Error Util.cpp:49: Error while loading technology prototype "character-logistic-slots-774" (technology): conversion of data to type "double" failed Modifications: InfiTech Thinking that this might be numerical overflow, I checked the cost of that research, which comes out to app...
by Reika
Sat Nov 28, 2015 2:00 am
Forum: Modding help
Topic: Hi-res tech images cut off
Replies: 1
Views: 2955

Hi-res tech images cut off

If I try using high-res images for the techs, like the newest versions of Factorio do, the research table cuts the image to the top-left corner. It works if the old-style low-resolution images are used. Is this a simple mistake on my end, or are modded researches not able to use high-res textures? S...
by Reika
Sat Nov 28, 2015 1:39 am
Forum: Modding help
Topic: Game closes when loading mod, log contains no useful info
Replies: 4
Views: 5430

Re: Game closes when loading mod, log contains no useful info

For me this results in *** Error in `./factorio': realloc(): invalid next size: 0x000000000322be60 ***. No matter what you're doing wrong, this shouldn't happen. You might want to go for a bug report. Things start working if you assign base_tech.name to prerequisites instead of just base_tech. Stil...
by Reika
Sat Nov 28, 2015 12:21 am
Forum: Modding help
Topic: Game closes when loading mod, log contains no useful info
Replies: 4
Views: 5430

Game closes when loading mod, log contains no useful info

I am working on making an infinite-research mod (automatically adding levels of various researches) but when loading it the game closes as soon as the mod starts loading (without an error dialog), and the log simply terminates after "loading mod InfiTech". Here is my relevant code: functio...
by Reika
Sun Nov 22, 2015 8:52 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

So I take it you were expecting 120 MW and your grid is now only 40% satisfied and the 60% or so went up in smoke? It's very strange as I've never had any problems with multiple reactor and 30MW generator. Although highly unlikely, to solve the proble(s), you could try and delete the crop-cache.dat...
by Reika
Sun Nov 22, 2015 6:55 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

I am having another issue...the 30MW complex says it is capable of outputting 30MW of power (unsurprisingly). But I have four of them, and together they are only outputting 31MW, despite A) them all saying they are maxed out and B) the power grid being at 40% demand satisfaction.
by Reika
Mon Nov 16, 2015 9:06 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

That's fairly strange. If you don't mind, send me the savegame with all mods in an archive and I'll take a look again. :) The savegame has changed a bit since then, but nothing related to the reactor. http://www.mediafire.com/download/laeaytwbd0xui6a/Light_Modded%282%29.zip I have PMed you the modp...
by Reika
Mon Nov 16, 2015 6:53 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

Fatmice wrote:How much pressurized-water is in the reactor? No more than ~850 units is best while the recirc pump is running.
837, fully stable.
by Reika
Sun Nov 15, 2015 9:40 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

Fatmice wrote:Yes, it means you need to put in more fuel assemblies. The flashing fuel sign is simply vanilla code at work saying not enough energy units in the energy buffer.
It has five...
by Reika
Sun Nov 15, 2015 8:53 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

It does appear to be working now - the reactor is outputting 10MW and all animations and icons are present - but it is still giving me the "No fuel" sign, and the temperature is fluctuating around 275C.
by Reika
Sun Nov 15, 2015 6:07 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 171201

Re: Support - Uranium Power

Hello Reika, the purple dragon Reika? http://i.imgur.com/yMt58wH.png 1/ Is there water in the reactor building? If there is, there shouldn't be more than 800 units in it when connected with the circulation pump and steam generator. 2/ Is there water in the cold leg of the steam generator? 3/ Is the...

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