Search found 112 matches

by mickael9
Tue Sep 06, 2016 8:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.3] Commands don't execute when no one is connected
Replies: 4
Views: 3733

Re: [0.14.3] Commands don't execute when no one is connected

/h and /help should have the same output. Ah, you didn't notice? /help adds a prefix that /h does not show. /h Type /h <command> to get details of it. Available commands are: /admins /ban /bans /color /command /demote /evolution /help /kick /measured-command /players /promote /reply /shout /time /u...
by mickael9
Tue Sep 06, 2016 7:54 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [for 0.16] [0.14.4] Changing controller puts bottom GUI over others
Replies: 2
Views: 1590

[Rseding91] [for 0.16] [0.14.4] Changing controller puts bottom GUI over others

After the player's controller is changed (via player.set_controller) to god, the bottom GUI area seems to increase in altitude and draws over other GUI elements, such as those in the center GUI. Normal controller: over.png After changing controller (clicking God! button): under.png Recreating the fr...
by mickael9
Tue Sep 06, 2016 7:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.4] [Rseding91] Error in on_gui_click causes uncloseable dialog
Replies: 7
Views: 3420

[0.14.4] [Rseding91] Error in on_gui_click causes uncloseable dialog

If a lua error happens in the on_gui_click event handler, the error message will be shown but the user won't be able to close it. Code to reproduce: script.on_event(defines.events.on_gui_click, function(event) error("oops") end) script.on_init(function(event) for name, player in pairs(game...
by mickael9
Sun Sep 04, 2016 2:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.3] Commands don't execute when no one is connected
Replies: 4
Views: 3733

Re: [0.14.3] Commands don't execute when no one is connected

What about /h having different output than /help ? Is this intended or should I make another bug report?
by mickael9
Sun Sep 04, 2016 2:47 am
Forum: Implemented mod requests
Topic: .meta (and .mod?) property on LuaGuiElement
Replies: 14
Views: 4242

Re: .meta (and .mod?) property on LuaGuiElement

If a mod property is going to be added, I have to ask, what's the point in keeping GUI items from uninstalled mods? Currently, if you remove a mod that still has a GUI open then you're left with that GUI "forever" with "Unknown key" goodness everywhere (unless you load the mod ag...
by mickael9
Sun Sep 04, 2016 2:31 am
Forum: Implemented mod requests
Topic: Expose LogisticContainer.logistic_mode property
Replies: 1
Views: 1359

Expose LogisticContainer.logistic_mode property

This would be useful for the Advanced Logistics System mod to allow recognizing other logistic containers like those from the Warehousing mod in the right categories (passive provider, requester, etc.) Currently the only way to do that is to serialize data.raw (or parts of it) into a an already expo...
by mickael9
Sat Sep 03, 2016 10:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.3] Commands don't execute when no one is connected
Replies: 4
Views: 3733

[0.14.3] Commands don't execute when no one is connected

When no one is connected to the server, console commands (either via stdin or RCON) are not handled until someone joins. Steps to reproduce: $ factorio --create /tmp/save.zip $ factorio -v --start-server /tmp/save.zip /p /h /help - Server console commands. /quit - Terminates the server cleanly. /sav...
by mickael9
Sat Sep 03, 2016 10:00 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202340

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

After doing this I found a way to get logistic chest type at runtime. I will throw up an example later tonight. It will get rid of the hacky explicit support and give us dynamic mod support :) I'm curious how you would achieve that since I've already looked into ways to do just that. The only solut...
by mickael9
Sat Aug 27, 2016 4:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.1] Crash on second RCON connection
Replies: 3
Views: 2354

[0.14.1] Crash on second RCON connection

Steps to reproduce: $ ./factorio --create /tmp/save.zip $ ./factorio -v --start-server /tmp/save.zip --rcon-port 27015 --rcon-password password & $ mcrcon -H 127.0.0.1 -P 27015 -p password "/p" Players (0): $ mcrcon -H 127.0.0.1 -P 27015 -p password "/p" Connection lost. Auth...
by mickael9
Sat Aug 27, 2016 3:15 pm
Forum: Multiplayer / Dedicated Server
Topic: FactoIRC - A bridge between IRC and Factorio
Replies: 3
Views: 2541

Re: FactoIRC - A bridge between IRC and Factorio

@Bisa: I just noticed it's partially broken with Factorio 0.14 : Factorio doesn't expose the username of peers in the logs anymore (even with verbose turned on) so join/part messages can't be generated. Nothing I can do about that though (and I guess that breaks your logparser too!). I posted a sugg...
by mickael9
Sat Aug 27, 2016 3:10 pm
Forum: Implemented Suggestions
Topic: Add join/leave/... actions in game chat output
Replies: 16
Views: 7163

Re: Add join/leave/... actions in game chat output

Please consider this, at least for the join/leave part, especially since the username info doesn't appear in the server logs anymore in 0.14
by mickael9
Mon Aug 22, 2016 4:43 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202340

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

@Lonewolf : this bug is fixed in the Git version (not the 0.3.0 release) You can install it using Git by running this in your mods folder : git clone https://github.com/anoutsider/advanced-logistics-system.git advanced-logistics-system_0.3.0 If you don't have Git, you can get the zip from https://gi...
by mickael9
Sun Aug 21, 2016 1:44 am
Forum: Modding interface requests
Topic: custom-input: ability to dynamically consume events
Replies: 2
Views: 1936

Re: custom-input: ability to dynamically consume events

I'm conducting some tests in order to understand how all of this works exactly, and have found some strange stuff happening: Some keys seem to be always catched by the game, with no possibility to receive them (even in the "none" consuming mode) : Escape, p, t, m, r (when holding an item),...
by mickael9
Fri Aug 19, 2016 7:33 pm
Forum: Modding interface requests
Topic: custom-input: ability to dynamically consume events
Replies: 2
Views: 1936

custom-input: ability to dynamically consume events

I personally always use the "e" key to close GUIs in the game, but it's not currently possible to have to exact same behavior with mods. The native game will always catch a close window (e) keypress if a GUI is opened rather than using the other (open inventory) action. Trying to replicate...
by mickael9
Fri Aug 19, 2016 4:14 pm
Forum: Resolved Problems and Bugs
Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
Replies: 17
Views: 8118

Re: [13.15] Chain signal before station lets train pass despite occupancy next block

Does that mean it will show as blue only if a train is trying to go to the stop or will it always be blue if there is a stop in the section regardless of the incoming trains?
by mickael9
Sat Aug 13, 2016 4:04 am
Forum: Resolved Problems and Bugs
Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
Replies: 17
Views: 8118

Re: [0.13.15] Train crosses red chain signal

Well, the correct behavior is what you get when you move the left stop past the chain signal in which case the train stops at the red chain signal as expected
by mickael9
Sat Aug 13, 2016 3:41 am
Forum: Resolved Problems and Bugs
Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
Replies: 17
Views: 8118

Re: [0.13.15] Train crosses red chain signal

Oh ok it's the station causing it, I thought it was some confusion between the two sides.

I also just noticed that the 2nd regular signal on the bottom turns red at the same time the chain signal turns orange.
I don't think this is supposed to happen either.

Edit : nevermind, that seems correct
by mickael9
Sat Aug 13, 2016 2:38 am
Forum: Resolved Problems and Bugs
Topic: [13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block
Replies: 17
Views: 8118

[13.15] [HanziQ] Chain signal before station lets train pass despite occupancy next block

In the image below, the train crosses a red chain signal
chainfail.gif
chainfail.gif (756.5 KiB) Viewed 7641 times
by mickael9
Thu Aug 11, 2016 8:45 pm
Forum: Modding help
Topic: Possible to open TCP connections?
Replies: 7
Views: 2374

Re: Possible to open TCP connections?

Not sure if that's the exact use case you're looking for but if you're interested, I already made a Factorio-IRC bridge via log parsing/RCON commands: viewtopic.php?f=133&t=29019
by mickael9
Tue Aug 09, 2016 1:25 am
Forum: Implemented Suggestions
Topic: Add join/leave/... actions in game chat output
Replies: 16
Views: 7163

Add join/leave/... actions in game chat output

Currently, the game will issue lines on the standard output such as : [CHAT] mickael9: hello It would be nice if other game-related actions were also added to the same ouptput, eg: [JOIN] mickael9 joined the game [CHAT] mickael9: hello [KICK] baduy was kicked by mickael [DEATH] mickael9 died [LEAVE]...

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