Search found 17 matches
- 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...
- 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.
- 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...
- Sat Sep 05, 2015 12:11 am
- Forum: Not a bug
- Topic: [0.12.6] Bushes & ghosts β LuaEntity API call β¦ invalid
- Replies: 4
- Views: 6240
Re: [0.12.6] Bushes & ghosts β LuaEntity API call β¦ 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.
- 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...
- Fri Sep 04, 2015 11:55 pm
- Forum: Not a bug
- Topic: [0.12.6] Bushes & ghosts β LuaEntity API call β¦ invalid
- Replies: 4
- Views: 6240
Re: [0.12.6] Bushes & ghosts β LuaEntity API call β¦ 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.
Should be documented on https://forums.factorio.com/wiki/inde ... Lua/Entity else I don't see how anyone would know about this.
- Fri Sep 04, 2015 11:28 pm
- Forum: Not a bug
- Topic: [0.12.6] Bushes & ghosts β LuaEntity API call β¦ invalid
- Replies: 4
- Views: 6240
[0.12.6] Bushes & ghosts β LuaEntity API call β¦ 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...
- 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.
- 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.
- 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...
- 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...
- 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"...
- 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...
- 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!)....
- 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...
- 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...
- 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...