Search found 1828 matches
- Sat Aug 25, 2018 7:23 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65583
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Error is being generated when PickerExtended tries to automatically sort the equipment grid on armors. Turning off "Automatically sort chests" prevents the error. For now the solution is to turn auto sorting off. I doubt I will get time for another .16 release but it should be fixed for .17
- Fri Aug 24, 2018 12:26 am
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 120916
Re: [MOD 0.16] Squeak Through 1.2.2
It is a great suggestion. And a simple one too
- Thu Aug 23, 2018 2:05 am
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 120916
Re: [MOD 0.16] Squeak Through 1.2.2
This wins the internet!ownlyme wrote:wasnt sure if you will get my message in the mod discussion so im posting it here too:
maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
- Sat Aug 18, 2018 12:37 am
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 5288
Re: [0.16.51] Desync with entity property operations.
Note, although the global table has not been setup if a mod does populate the table with some data it will be overwritten by any loaded data. So...that bit should behave pretty much the same as setting default values via "global.key = global.key or value" in on_init. And as such it might ...
- Sat Aug 11, 2018 4:00 am
- Forum: Modding help
- Topic: Format for prototype files within subfolders
- Replies: 10
- Views: 2353
Re: Format for prototype files within subfolders
@Nexela: to read a variable from some module right after it has been required is something only someone who already knows the "second require gets the same thing" quirk would try. That is example enough because this has bit me :P re: typos and short examples I am on a laptop typing sidewa...
- Thu Aug 09, 2018 11:35 pm
- Forum: Modding help
- Topic: Format for prototype files within subfolders
- Replies: 10
- Views: 2353
Re: Format for prototype files within subfolders
I suggest using the same "a/b" format that Factorio uses. As long as it's consistent within a mod i don't see any difference. Also the whole "requiring the same thing again doesn't actually load it a second time" feature of lua is probably something that 99% of modders don't eve...
- Thu Aug 09, 2018 12:31 am
- Forum: Modding help
- Topic: Format for prototype files within subfolders
- Replies: 10
- Views: 2353
Re: Format for prototype files within subfolders
Also thanks to syntactic sugar and require being a function you can use: require "youdirectory/yourfile" require "yourdirectory.yourfile" without the brackets. Also slash and full stop are identical in meaning. Just use whichever you think looks nicer. This is not quite true, an...
- Thu Aug 09, 2018 12:24 am
- Forum: Modding help
- Topic: test,_ = next(game.players,test) only returns __self?
- Replies: 6
- Views: 1430
Re: test,_ = next(game.players,test) only returns __self?
@Nexela: Wait...since when does iterating game.players only return connected players? And since when is the key of game.players not equal with the player_index? (I don't have savegame with tonnes of players to test, but have always assumed game.players[event.player_index].index == event.player_inde...
- Tue Jul 31, 2018 10:30 pm
- Forum: Modding help
- Topic: Prototype rename migration using loop
- Replies: 3
- Views: 1130
Re: Prototype rename migration using loop
Unfortunately you can't directly. However since this only needs to be done once you can write a script in data.lua(or updates/fixes) that loops through them all and outputs them to the log file using log(). Then copy and paste the results into your migration.json
- Tue Jul 31, 2018 10:27 pm
- Forum: Modding help
- Topic: Format for prototype files within subfolders
- Replies: 10
- Views: 2353
Re: Format for prototype files within subfolders
The name or location of the file doesn't matter at all (as long as it is somewhere in the mod folder). I usually use 1 file for each related thing I.e prototypes/warhouse.lua would contain the entity, item(s), recipe(s) and insert the tech unlock. and require("prototypes/warehouse") in dat...
- Mon Jul 30, 2018 10:57 pm
- Forum: Modding help
- Topic: test,_ = next(game.players,test) only returns __self?
- Replies: 6
- Views: 1430
Re: test,_ = next(game.players,test) only returns __self?
game.players is a fancy table This should do what you want. /c do local IDX, PLAYER = next(game.players, global.IDX) global.IDX = IDX -- Store the index in global because the value can change from one tick to the next --pps This is not the players index just the next connected player game.print(PLA...
- Tue Jul 24, 2018 10:47 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 247837
Re: pY HighTech Discussion
Before the weekend soonpyanodon wrote:kinnom wrote:ETA?pyanodon wrote:kinnom wrote:I suggest making cermet and etching acid cheaper, and adding a recipe for converting benzene into aromatics.
Several balances will come in the next update in that mod.
Soon.
- Sun Jun 24, 2018 11:15 pm
- Forum: Technical Help
- Topic: Delete a player from the Server
- Replies: 7
- Views: 4485
Re: Delete a player from the Server
/c game.remove_offline_players(game.players["Padde"].index) or (this should work and keep all other earned stats) /c game.raise_event(defines.event.on_player_created, {player_index = game.players["Padde"].index}) Because of mods both of these "could" have bad behaviour...
- Tue Jun 19, 2018 12:42 am
- Forum: Desyncs with mods
- Topic: [0.16.51] Desync on join
- Replies: 1
- Views: 1646
Re: [0.16.51] Desync on join
Try removing mods one at a time until desync goes away
Angels/Bobs should be fine I would start with landfillpainting, circuitprocessing, todolist and go from there
Angels/Bobs should be fine I would start with landfillpainting, circuitprocessing, todolist and go from there
- Fri Jun 08, 2018 11:08 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 605113
Re: pY Coal Processing - Discussion
Sounds like an incorrect offset on < high resolution.
It happens because high is what we do most of our adjusting in!
It happens because high is what we do most of our adjusting in!
- Fri Jun 08, 2018 2:44 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 48444
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
True Story!!!!!! Release is ... stable Master is mostly stable The In Dev stuff (data-library branch) is Bleeding edge! However it is not fully backwards compatible. And the hard part is actually getting time to do anything to finish We will probably put heads together and work on getting out a new ...
- Tue Jun 05, 2018 12:38 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65583
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Can you upload (or pm) me the save file and I will figure out the command or script to run
(so many changes since I did a release I need a refresher!)
(so many changes since I did a release I need a refresher!)
- Sat Jun 02, 2018 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.45] Inventory not filtered when you are killed
- Replies: 4
- Views: 1725
Re: [0.16.45] Inventory not filtered when you are killed
If the filtered slots are part of an inventory extension (i.e. from armor) those filters won't be transfered since those slots no longer exist in the new body since you spawn without the armor.
- Fri Jun 01, 2018 11:21 pm
- Forum: Already exists
- Topic: How to access blueprints in wagon?
- Replies: 3
- Views: 1837
Re: How to access blueprints in wagon?
Assuming you have the wagon already (also untested off thetop ofmy head)
Code: Select all
local inv = WagonEntity.get_inventory(defines.inventory.cargo_wagon)
if inv[3].valid_for_read then
-- inv[3] is the itemstack do stuff
end
- Thu May 24, 2018 2:56 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 104573
Re: pY Industry - Discussion
Hey Py Just had a problem where the PY-VENT would not vent Nitrogen.... is this a bug or a feature ? Cheers Rothguard not work well with other fluids outside of py mods. So, use sinkhole for it Also convince those other mod authors they need to add gas_temperature to their gassy fluid prototypes :)