Search found 17 matches

by erisco
Mon Sep 07, 2015 2:51 am
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15779

Re: [MOD 0.12.x] QuickPrints

I had noticed this crash already a while ago and at first it seemed random and rare. However, I then kept running into a situation where it was crashing over and over again, and since I could then reliably reproduce the bug it was only a matter of time to figure out what the trigger was. I have rele...
by erisco
Sun Sep 06, 2015 10:49 pm
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15779

Re: [MOD 0.12.x] QuickPrints

Thanks again Wudak. This crash happens when you build on top of a bush. I have not released the fix yet but I'll get on it.
by erisco
Sat Sep 05, 2015 12:22 am
Forum: Not a bug
Topic: [0.12.6] LuaEntity entity-ghost missing keys
Replies: 6
Views: 8721

Re: [0.12.6] LuaEntity entity-ghost missing keys

Okay, thanks. I overlooked this, expecting them to behave like the other properties. Especially since "recipe" for example just gives you a recipe object. Shame the others do not work like that. Seems it will be more complicated to build the ghost objects. Ideally the game engine would jus...
by erisco
Sat Sep 05, 2015 12:11 am
Forum: Not a bug
Topic: [0.12.6] Bushes & ghosts β€” LuaEntity API call … invalid
Replies: 4
Views: 6240

Re: [0.12.6] Bushes & ghosts β€” LuaEntity API call … invalid

Okay cool. When should you check if an object has become invalid? Also, if there was a list of exceptions and probable causes that'd seem like a great place to mention this.
by erisco
Sat Sep 05, 2015 12:00 am
Forum: Not a bug
Topic: [0.12.6] LuaEntity entity-ghost missing keys
Replies: 6
Views: 8721

Re: [0.12.6] LuaEntity entity-ghost missing keys

Okay I am confused then. The related issue https://forums.factorio.com/forum/viewtopic.php?f=30&t=15496 suggests (to me) these keys should work. Also, why do "name", "position", "direction", "force", and "recipe" all work? Why shouldn't "bar...
by erisco
Fri Sep 04, 2015 11:55 pm
Forum: Not a bug
Topic: [0.12.6] Bushes & ghosts β€” LuaEntity API call … invalid
Replies: 4
Views: 6240

Re: [0.12.6] Bushes & ghosts β€” LuaEntity API call … invalid

Thanks, this resolved the issue.

Should be documented on https://forums.factorio.com/wiki/inde ... Lua/Entity else I don't see how anyone would know about this.
by erisco
Fri Sep 04, 2015 11:28 pm
Forum: Not a bug
Topic: [0.12.6] Bushes & ghosts β€” LuaEntity API call … invalid
Replies: 4
Views: 6240

[0.12.6] Bushes & ghosts β€” LuaEntity API call … invalid

Reproduction 1) Install QuickPrints mod v0.1.3 https://github.com/erisco/quickprints/releases . 2) Start a new game. 3) Place a ghost object on a bush (you can use QuickPrints to unlock the necessary tech for this). 4) Click on the "QuickPrints" button at the top and in the expanded GUI c...
by erisco
Fri Sep 04, 2015 11:10 pm
Forum: Not a bug
Topic: [0.12.6] LuaEntity entity-ghost missing keys
Replies: 6
Views: 8721

Re: [0.12.6] LuaEntity entity-ghost missing keys

I am not using these get_ and set_ methods. For example, I am using "x.filters". You can see my usage from line 48 and onward at https://github.com/erisco/quickprints/b ... ontrol.lua.
by erisco
Fri Sep 04, 2015 8:42 pm
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15779

Re: [MOD 0.12.x] QuickPrints

Thank-you for the bug report waduk, I am sorry that your game crashed. I have now released version 0.1.3 which should resolve the issue. The underlying problem is hopefully fixed in the next Factorio release.
by erisco
Fri Sep 04, 2015 8:31 pm
Forum: Not a bug
Topic: [0.12.6] LuaEntity entity-ghost missing keys
Replies: 6
Views: 8721

[0.12.6] LuaEntity entity-ghost missing keys

A LuaEntity with name "entity-ghost" is missing these properties even when the "ghost_type" is appropriate, as according to this documentation https://forums.factorio.com/wiki/index.php?title=Lua/Surface#create_entity bar requestfilters conditions filters Attempting to read these...
by erisco
Thu Sep 03, 2015 3:52 pm
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15779

Re: [MOD 0.12.x] QuickPrints

Thanks for the feedback Darloth. I have added a GUI for the console commands now in version 0.1.2. Releases are also now available. The reason blueprints are free is because they normally require one advanced circuit to produce and those are not available in the early game. My purpose for making thi...
by erisco
Thu Sep 03, 2015 1:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.6] transportbelt-to-ground vs transport-belt-to-ground
Replies: 2
Views: 1975

[0.12.6] transportbelt-to-ground vs transport-belt-to-ground

I have an entity "ghost" verified as having name "entity-ghost". I can print out the "ghost_type" using "game.player.print(ghost.ghost_type)", and this prints "transport-belt-to-ground". However, if I try to read "ghost.belt_to_ground_type"...
by erisco
Sun Aug 16, 2015 9:42 am
Forum: Ideas and Requests For Mods
Topic: Manually construct ghosts or blueprints
Replies: 2
Views: 7825

Re: Manually construct ghosts or blueprints

I had a poke around the API documentation and was pleasantly surprised to find it in order. While the API could use some more functionality here and there, I was able to put together this mod in only a few hours. Props to the Factorio team! Here is the link: https://forums.factorio.com/forum/viewtop...
by erisco
Sun Aug 16, 2015 9:32 am
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15779

[MOD 0.12.x] QuickPrints

QuickPrints - Unlocks the "Automated Construction" research automatically, allowing you to place ghost objects (and place blueprints). - Gives you empty blueprints for free whenever you want them. - Constructs ghost objects using items from your inventory automatically (just run nearby!)....
by erisco
Sun Aug 16, 2015 5:08 am
Forum: Modding help
Topic: Custom console commands
Replies: 2
Views: 2634

Re: Custom console commands

I found that with "Script Interfaces" (see https://forums.factorio.com/wiki/index.php?title=Script_interfaces ) you can also use the interface from the in-game console. In this way the player can communicate with your mod. However, it is unfortunately verbose, especially since the ideal so...
by erisco
Sun Aug 16, 2015 4:58 am
Forum: Modding help
Topic: Custom console commands
Replies: 2
Views: 2634

Custom console commands

From what I can tell, there is no way to receive mouse or keyboard events with a mod. Also there is no way to poll for the keyboard or mouse state per game tick. I am trying to find some way to activate the function of my mod. If those options are not available then the next best thing I can think o...
by erisco
Sun Aug 16, 2015 2:26 am
Forum: Ideas and Requests For Mods
Topic: Manually construct ghosts or blueprints
Replies: 2
Views: 7825

Manually construct ghosts or blueprints

Blueprints change the mode of play from focus on individual machines to focus on systems of machines. The power of a single click is increased. Fond of that kind of play I want to use it earlier in the game. "Start Out Planning" is a simple mod that helps with this (see https://forums.fact...

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