HelicopterRevival


Adds a fully animated attack helicopter to the game. Ideal for getting from A to B quickly, exploring the map, building islands and nuking biters from the sky. Originally forked from Kumpu with fixes for Factorio 0.18.2+, but adding some enhancements of my own as well.

Content
6 months ago
0.18 - 2.0
85.4K
Transportation

b Remote can't be place in equipment grid

6 months ago

Putting this preemptively - As much as I've tried, I couldn't find the reason why I cannot place the remote into the equipment grid... I'm still investigating, but, the rest of the heli is working properly. so much as well put out the functional heli and then continue investigating...

6 months ago
(updated 6 months ago)

Thank you SO much for 2.0 update! :D

6 months ago

The main thing is that the helicopter works and works perfectly :) good job thanks !

6 months ago

As a stop gap, would it be possible to make the remote function so long as it's in your inventory or for not disable requiring the remote to call in a helicopter?

6 months ago

is anything needed to use the remote i cant put it in equipment grid any more

5 months ago

on ne peu utiliser les heliport s'ils ont ne peux utuliser la télécommande ?

5 months ago

Hello authog. Only interesting question :)
Do you have any update? :)
It is only question, also for mod big thanks :)

5 months ago

Thanks for the mod, excellent work.

I found a bug not being able to load the remote control in armor grid.

Thanks in advance and regards

5 months ago

Ah, so it's a known bug. Was wondering why the remote is not working. Okie then.

5 months ago

Ah, so it's a known bug. Was wondering why the remote is not working. Okie then.

Working on it... Needed a little bit of break from Factorio in general...

5 months ago
(updated 5 months ago)

No problem. Take your time. Burnout is no fun 🙂

I'm already happy to be able to zip around my sprawling base on a helo.
Speed when using Rocket Fuel is wicked fast! 👍🏼

4 months ago

I just encountered this problem too.
From the 2.0 modding API changelog: https://forums.factorio.com/viewtopic.php?t=115737
...
Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.
...
Renamed global into storage.
...

After fixing those two issues, I can put the remote into the grid, but when I press the button the game crashes.

4 months ago

I just encountered this problem too.
From the 2.0 modding API changelog: https://forums.factorio.com/viewtopic.php?t=115737
...
Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.
...
Renamed global into storage.
...

Would you believe that little thing discouraged me from attending this further, at least for time being? Was planning to do much deeper surgery, but never got around to it, heh... And yeah... I already replaced a TON of global into storage too. That was a really... ehm... "fun" migration to say the least...

After fixing those two issues, I can put the remote into the grid, but when I press the button the game crashes.

That's completely expected... since the code at that part wasn't changed at all... Since it wasn't placeable into a grid, then, well... And thanks to this, the fix should come out shortly! (but depends on how much is there to fix still)

4 months ago

The crash happens in function buildGui, because the table storage.heliControllers for some reason is nil. I can't find out why.

There is a certain bug in heliSelectionGui.lua line 406, heliController is not defined, but this is not what causes the crash.

There are also some minor (irrelevant) things that need to be migrated, like energy_source.emissions does not exist etc.

3 months ago
(updated 3 months ago)

hello, i assume the crash reason is in control.lua
https://github.com/wolfhowlmedia/factorio-helicopters/blob/master/control.lua
global is not renamed to storage.

this fixed the known crash.

new crash after fixing the global -> storage errors
912.127 Error MainLoop.cpp:1435: Exception at tick 20720729: The mod HelicopterRevival (0.3.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event HelicopterRevival::on_gui_click (ID 1)
bool expected, got nil
stack traceback:
[C]: in function 'newindex'
__HelicopterRevival
/logic/gui/heliSelectionGui.lua:215: in function 'setControlBtnsStatus'
HelicopterRevival/logic/gui/heliSelectionGui.lua:203: in function 'setCamStatus'
HelicopterRevival/logic/gui/heliSelectionGui.lua:412: in function 'buildGui'
HelicopterRevival/logic/gui/heliSelectionGui.lua:25: in function 'new'
HelicopterRevival/logic/gui/remoteGui.lua:63: in function 'new'
HelicopterRevival/logic/gui/remoteGui.lua:34: in function 'toggleRemoteGui'
HelicopterRevival/control.lua:282: in function <HelicopterRevival/control.lua:275>

currently cant figure it out, i dont know why "esl.cams[1].heliController" is null

3 months ago

Because some storage items aren't initiated properly...
It's been a bit since I've looked at it, but storage.heliControllers are nil as well as... something else... And I can't just init those OnLoad...

Tried, crashed the mod...

3 months ago

Hi, thank you for replying. Do you think we can fix this error? :)

3 months ago

Hi, thank you for replying. Do you think we can fix this error? :)

Trying to do just that, but it's not going well... Working on it...

3 months ago

Because some storage items aren't initiated properly...
It's been a bit since I've looked at it, but storage.heliControllers are nil as well as... something else... And I can't just init those OnLoad...

Tried, crashed the mod...

I found out that there is a recent PR on Github called "Remote Fix". Do you know if it is safe?
https://github.com/wolfhowlmedia/factorio-helicopters/pull/24

3 months ago

Because some storage items aren't initiated properly...
It's been a bit since I've looked at it, but storage.heliControllers are nil as well as... something else... And I can't just init those OnLoad...

Tried, crashed the mod...

I found out that there is a recent PR on Github called "Remote Fix". Do you know if it is safe?
https://github.com/wolfhowlmedia/factorio-helicopters/pull/24

Yes, the patch is safe... I'm talking to its author (major props to him). But there are some other issues we're looking into... Like some heli-related stuff disappearing from the interface....

3 months ago
(updated 3 months ago)

did you try to ask perplexity AI ? maybe it can help. it seems to be aware of the factorio mod api, lua, version changes and helicopter-revival mod.
i was just using it for my job and thought of this mod problem here. i'll try it this evening on my own, but liked to share this thought.

https://www.perplexity.ai/search/how-to-write-a-mod-for-factori-c2eIGASSTR2qFGZzZGjvKA#8

But always be aware of wrong AI answers.

3 months ago
(updated 3 months ago)

did you try to ask perplexity AI ? maybe it can help. it seems to be aware of the factorio mod api, lua, version changes and helicopter-revival mod.
i was just using it for my job and thought of this mod problem here. i'll try it this evening on my own, but liked to share this thought.

https://www.perplexity.ai/search/how-to-write-a-mod-for-factori-c2eIGASSTR2qFGZzZGjvKA#8

But always be aware of wrong AI answers.

No offence, but I have a burning disdain for AI. I have no interest in using it at my work or for my hobbies. Besides; I think most people are getting sick and tired of getting force-fed AI everywhere... Including stuffing it in toothbrushes.

I do find it hilarious, though - People always say "be mindful of wrong answers in AI..."

If you need to double- and triple-check stuff after AI, what's the point of even using it? Wouldn't it be faster just to do it yourself?

Besides, as said before - the working solution is already in the repo, but there are some issues that might be a computer- or save-related.

2 months ago

Hey, great mod, thanks for updating it obviously, wanted to ask, is there an ETA on the remote fix?

2 months ago

Hey, great mod, thanks for updating it obviously, wanted to ask, is there an ETA on the remote fix?

Soon(TM).
But a bit more serious answer - hopefully soon... Believe it or not, working on a mod is postponed due to me actually playing Factorio modless... So it might be a bit still...

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