I'm a Lead Software Development Engineer & Mentor ๐
Go Hokies! ๐งก
Factorio Mod
License: Other
Appears to conflict with the informatron mod. Closing the informatron's GUI causes the scenario introduction windows to close, rather than remaining open.
๐ See #25 for details.
I attempted to see if I could do a modded playthrough with this mod, and ran into an error loading mods between this and aai industry. Some kind of problem with the electric mining drill. I'm on factorio version 1.0, Von Neumann version 0.9.51, and aai industry version 0.4.23
https://mods.factorio.com/mod/vonNeumann/discussion/5f7488da525748de0fd7d7be
I thought I could still keep things like copper wire and logic wires in the inventory but I can't pick them up. (despite starting the game with a few of them)
I also can't add them to my hotkey bar.
maybe related, but I also started with 1 thing in my inventory: a preset deconstruction planner. I can't pick that up, move it, put on my hotkey bar or do absolutely anything with it.
I'm only using a few small other mods, but disabling those doesn't change anything.
Vaendryl
https://mods.factorio.com/mod/vonNeumann/discussion/5f843a638f4a71e285f622e5
current latest version of the game and the mod
I'm just assuming this isn't how this mod is supposed to work but I can tell logistics bots to bring me stuff which get put into my inventory. I can place them in the world afterward myself.
I can't click on anything in my inventory but I can use the pipette tool or the hotkeybar to directly place things from my inventory into the world.
I can't put stuff from my inventory into a chest.
I can set the max amount of an item to 0 to force items into trash slots. this makes bots pick up stuff from my inventory. doing so does print an error message
Vaendryl
Prevent character from moving into chunks that would trigger a map chunk reveal.
Spidertron research stays red (everything else is researched)
Modding:
no mods, when changing a existing belt direction, for each belt changed get error message :
5772 on_pre_player_minied_item {entity = {_self = "userdata" } , name = 11, player_index = 1, tick 5772
also
When reducing an player stored item causing size reduction get errors also.
so far does not cause fatal error just annoying.
This a great mod, hope you still can update it.
Hi! Got this on start attempt: https://imgur.com/a/YXAsBGj
No other mods, 0.18.15.
Log:
20.193 Loading level.dat: 1286371 bytes.
20.193 Info Scenario.cpp:187: Map version 0.18.15-0
20.390 Script @C:/Users/#####/AppData/Roaming/Factorio/temp/currently-playing/control.lua:3: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
20.393 Checksum for script C:/Users/#####/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 4198344313
20.428 Error AppManager.cpp:640: The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_init()
...oaming/Factorio/temp/currently-playing/playerBonuses.lua:64: attempt to index field '?' (a nil value)
stack traceback:
...oaming/Factorio/temp/currently-playing/playerBonuses.lua:64: in function 'disableGodResearches'
...oaming/Factorio/temp/currently-playing/playerBonuses.lua:201: in function 'value'
...pData/Roaming/Factorio/temp/currently-playing/hijack.lua:45: in function <...pData/Roaming/Factorio/temp/currently-playing/hijack.lua:43>
Artillery napalm shell? Sets fires?
Artillery vehicle! Tank but weak with artillery gun!
Can alpha of an item change dynamically? "Optical camo", green in forest, tan in desert. Purely visual effect but "cool"
On place for structure like cannon. On tick for player vehicle shouldn't be too bad. Every few tick should be sufficient
I'm not sure if tank guns can have minimum range (if you want that), but otherwise it seems reasonable.
I think you could just have transparency. I don't have any plans for LA to have a control.lua file.
But what game play effect world camo have?
Also VN doesn't support vehiclesโน๏ธ and I'd like if all of my mods interacted well together.
If you have VN and LA installed, you get camo artillery railbot upgrade?!?
Haha interesting idea
Camo would just be "cool", no gameplay difference
Control.lua is required for which? Vehicles?
On tick.
Version history
0.18.32
Gui
Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before.
Auto-set or ask players to set the new setting so they can place special VN items.
Bugs like, the entities around spawn are created multiple times.
As a freebie i made the crash site entities minable.
This is required to make it compatible with my mod, warptorio2. https://mods.factorio.com/mod/warptorio2
https://mods.factorio.com/mod/vonNeumann/discussion/5e5447b0cc9c64000e000591
"Pick ghost item if no items are available" is activated
In Factorio 1.1.9, Smart Belt Dragging was added to the game engine, allowing automatic placement of underground belts when dragging regular belt through obstacles.
To support this feature, belts need the 'related_underground_belt' property defined: https://wiki.factorio.com/Prototype/TransportBelt#related_underground_belt
This message has been manually sent, based on automatic detection of your mod defining (either through explicit definition or use of deepcopy) its own belt prototypes.
Thank you for your time!
Check compatibility. They seem like a nice fit.
https://mods.factorio.com/mod/aai-programmable-vehicles
IIRC, there was a building that would let you place vehicles (because the player cannot in VN).
Items should drop on ground but disappear permanently instead.
When starting the map, consider adding four'ish assemblers into the list of randomly scattered items, if the Logistic Assembling Machine rebooted
mod is present. ๐ค
@notten01
Logistic Assembling Machine rebooted by wartank
notten01/LogisticAssemblingMachine-Rebooted
I tried using Recursive Blueprints with this mod cause I think they could go together very well! But the character inventory doesn't allow you to place blueprints as items in inventory. It would be really awesome to be able to place blueprint books in the Recursive Blueprints chest.
https://mods.factorio.com/mod/vonNeumann/discussion/5ef38e1da4cd59000dcf4002
A backside of your mod is that if you dont place blueprints in the belts, you cannot recover them from inventory being unable to choose them from the item list selection from toolbelts and having no chances to take them as item in inventory.
Any idea?
Can happen that when you have in hand a blueprint you press a wrong key, like a number or Q key and transfer it in inventory without have the chance to place it in toolbelt. To me even often because when the phone ring I have to drop my cordless keyboard almost instantly and happen that some keys are accidentally pressed in the process...
Any idea on how to solve this "issue"?
Due to I don't know what, I can't play the game.
when ever I try to do something it fails.
pick up - fails
switching of assembler blueprints - works.
mining - fails
I don't know if I am missing something or the in-game mod portal failed to download something.
the message. '-name of player- tried to pick up -name of item-
same for mining.
Good news the blueprints and robots work....how to get the story to continue is another matter.
Roboport and energy grid are good because they are compatible with the standard grid roboport except for construction range, then they are good where they are, but assembly machines, chests and lab are not wisely placed and then... After all you can use the entity of lab and other marked as "non-deconstruct" for a fixed amount of time so player can deconstruct them when they have ad adequate amount of resources and then can build his own preferred base style?
Just an idea...
I've never tried this then dunno if can be done or not, but I've also never done a mod that has a so great amount of unusual settings, then you're more experienced than me and I'm asking to who know more than me obviously.
Maybe after a period of time, or event, or flag, or setting...
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