Search found 1828 matches

by Nexela
Sat Apr 28, 2018 2:26 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 104566

Re: pY Industry - Discussion

got a problem with the pynobot cargobots. i am playing with afriend on a LAN multiplayer server and wheneven we create en few cargobots they slowy disepiar? thay dont show up in the network nor any chests. (are they removing themselfs?) this has put us hours and hours behind. PLEASE HELP!!! AWSOME ...
by Nexela
Sat Apr 21, 2018 6:55 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 247830

Re: pY HighTech Discussion

Handcrafting recipe/categories should be fixed in 1.0.5 when released
by Nexela
Sun Apr 08, 2018 7:28 pm
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 2454

Re: Alerting enemies from afar

Thanks for the tips guys! After sifting the forums and various resources here is what i came up with: function attractEnemies() for _, enemy in pairs(game.player.surface.find_enemy_units(game.player.position, 50)) do enemy.set_command({type=defines.command.attack, target=game.player.character}) end...
by Nexela
Sun Apr 08, 2018 5:52 pm
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 2454

Re: Alerting enemies from afar

I'm not sure, why damage did not work(and whether it should), but what you actually need to do is just to command bitters to attack car in your event handler. 0 damage is 0 damage is 0 damage However using the command stuff on units should work in your honk event, search for nearest_enemies make em...
by Nexela
Sun Apr 08, 2018 5:46 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 65580

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Kryzeth wrote:Issue also posted on the mod portal here

Recap: When Picker Crafter hotkey set to Q, deselecting an item with Q, while hovering over an entity, attempts to craft that entity. Instead, should ignore when cursor is in use.
Noted at the appropriate place (github issues)
by Nexela
Sun Apr 08, 2018 5:40 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 65580

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Zyrconia wrote:Were reach and build reach options changed/disabled for 0.16 or did I accidentally uninstall some other mod?

I can't find the options and I swear I remember they were provided by PEV.

Thanks!
Reach options where moved to the Picker Tweaks mod, Picker Tweaks is for tweaks/cheats
by Nexela
Sun Apr 08, 2018 4:54 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 27150

Re: [MOD 0.16.x] NiceFill

It might be possible (until the outcome of your bug report) in the meantime for you to use the on_config_changed event rewrite the map_gen_settings by removing invalid ones yourself. (iterate the table and remove anything with no data.raw["auto-place-controls"] etc etc)
by Nexela
Sun Apr 08, 2018 2:49 am
Forum: Modding help
Topic: Add blueprint via mod?
Replies: 3
Views: 1123

Re: Add blueprint via mod?

http://lua-api.factorio.com/latest/LuaItemStack.html
import_stack and export_stack

As well as manually building blueprints with set_/get_blueprint_entities()
by Nexela
Thu Apr 05, 2018 10:38 pm
Forum: Modding help
Topic: Failing to edit player force
Replies: 13
Views: 3259

Re: Failing to edit player force

Also the event you want to use is on_init to set the value initially.

script.on_init(function(e) blah end)

log outputs to the log file
print outputs to the console
by Nexela
Thu Apr 05, 2018 1:58 am
Forum: Modding help
Topic: Failing to edit player force
Replies: 13
Views: 3259

Re: Failing to edit player force

Without your code we cant be of much help. Setting manual_crafting_speed_modifier to -0.9 works for me
by Nexela
Mon Apr 02, 2018 3:42 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 104566

Re: pY Industry - Discussion

Fixed for the next release. Since it is so minor no immediate release is being done.
by Nexela
Mon Apr 02, 2018 1:59 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 247830

Re: pY HighTech Discussion

Okay here is the error message I'm getting Failed to load mods:__pyhightech __/stdlib/data/recipe. Lua:207:bad argument #1 to 'pairs' (table expected, got nil) Mods to be disabled : [] pyhightech EDIT : I haven't tried the new version yet, I'll do that now. Please upload your factorio-current.log f...
by Nexela
Wed Mar 28, 2018 11:29 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219200

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

putting it in a migrations/file will only cause it to run once,

you need to put it in the root in data-updates.lua (I think deadlock can confirm)
by Nexela
Wed Mar 28, 2018 11:26 pm
Forum: Already exists
Topic: hidden_from_flow_stats write
Replies: 11
Views: 2995

Re: Request: hidden_from_flow_stats write

The prototype property in the data phase is named hide_from_stats instead of hidden_from_flow_stats. No idea why it's different. There are numerous such example where the api name is different from the data stage. I wish they'd fix that some day... Especially that if base game doesn't use it... the...
by Nexela
Tue Mar 20, 2018 11:10 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 99140

Re: [MOD 0.14.x] Bottleneck

Well Sort of relevant. Should be fairly trivial to update, I will look into it this weekend.
by Nexela
Thu Mar 01, 2018 4:01 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4619

Re: [0.16.26] Desync on using script variable

The tl;dr version is... just don't ever use console commands in multiplayer. Console commands are fine..... Just follow the same logic as any other mod for variables, if it changes between ticks then it NEEDS to be stored in global. And Script.on_event and Command.add stuff are not saved so using t...
by Nexela
Thu Mar 01, 2018 2:57 pm
Forum: Modding help
Topic: [0.16.27]Update loaded savegames to en-/disabled recipes?
Replies: 8
Views: 2232

Re: [0.16.27]Update loaded savegames to en-/disabled recipes?

Impatient wrote:Is the use of force.reset_technology_effects() in on_configuration_changed() the intended and complete way to update loaded savegames?
migration.lua files, They are only ever run once and marked as ran in the save file.
by Nexela
Sun Feb 25, 2018 4:08 pm
Forum: Modding help
Topic: Need help with damage over time script (i.e. poison)
Replies: 6
Views: 1769

Re: Need help with damage over time script (i.e. poison)

This can be done without scripts. You will just add some of the trigger logic from poison capsules to your bullets. I don't have anything in front of me to go into it deeper at this time though
by Nexela
Thu Feb 22, 2018 4:44 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 229331

Re: [MOD 0.12.x] Autofill

For a simple fix updating the .15 version to work in .16 might be the best bet. It should be fairly trivial... but don't quote me on that.
by Nexela
Wed Feb 21, 2018 7:42 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 104566

Re: [MOD 0.16.x] pY Industry

Rip???

It is still being worked on. Will probably have a release of the new version on friday

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