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.
Mods introducing new content into the game.
Transportation of the player, be it vehicles or teleporters.
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...
Thank you SO much for 2.0 update! :D
The main thing is that the helicopter works and works perfectly :) good job thanks !
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?
is anything needed to use the remote i cant put it in equipment grid any more
on ne peu utiliser les heliport s'ils ont ne peux utuliser la télécommande ?
Hello authog. Only interesting question :)
Do you have any update? :)
It is only question, also for mod big thanks :)
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
Ah, so it's a known bug. Was wondering why the remote is not working. Okie then.
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...
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! 👍🏼
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.
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.
...
Renamedglobal
intostorage
.
...
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)
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.
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
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...
Hi, thank you for replying. Do you think we can fix this error? :)
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...
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
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....
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.
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.
Hey, great mod, thanks for updating it obviously, wanted to ask, is there an ETA on the remote fix?
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...
Hi there. Last to the party.
I love your Mod and I consider it fundamental to Factorio. That said, some suggestions:
- First and foremost... any news on the Remote-Control not being usable (nor insertable in the armor grid)? I used to work... :(
- It would be epic if the heli rotated to different snaps of degrees (like 5º, 10º...), and could be set easyly to 90º.
- It would be interesting if the different types of ammunition auto-switched to the next available ammunition of the same type (bullets, rockets) after depleting a type if another type is available in the chopper storage.
- It would be cool if some color changing was possible (how about 2 colors, for the camo!)
- I imagine it cant be done, but leaving a trail of increasing smoke and fire related to damage level would also be cool (I am now messing with you, but still)
Anyhow, still one of the greatest Mods, great work! I really hope you solve the first issue though, with the remote...
- First and foremost... any news on the Remote-Control not being usable (nor insertable in the armor grid)? I used to work... :(
YEah, that part is now intentionally disabled. The reason why is because there's an initialization bug somewhere and if I'd allow placing the remote into the grid, I'd have a ton of same-ish crash reports. Namely, everything crashes if the remote icon is clicked.
But I really hadn't been playing with the mod (or Facorio) recently...
- It would be epic if the heli rotated to different snaps of degrees (like 5º, 10º...), and could be set easyly to 90º.
Ehh... It's possible, but not gonna happen... That would be just too robotic...
Rest of it - I never looked most of it... I know there's a add-on mod for color heli / different skin, but I have no idea if they're even compatible with the current version of the mod...
thanks a lot for this whole thread!
Can I suggest, would it be a lot of work to cut out the remote completely and just bypass with bare functionality of sending the heli to playerpos via hotkey for the time being?
Thanks!