Search found 14 matches

by 1000101
Thu Aug 24, 2023 4:12 am
Forum: Gameplay Help
Topic: Disable "place in grid" in tooltips
Replies: 1
Views: 472

Disable "place in grid" in tooltips

It would be nice to be able to re-arrange the tooltips and turn on/off parts. The worst offender is the "place in grid" of equipment grid items, if you have more than a couple vehicles installed (such as with AAI) then the tooltip for equipment becomes useless as it is dominated by the veh...
by 1000101
Fri Dec 06, 2019 6:06 am
Forum: Mods
Topic: [0.17.x] Logistics Wagons
Replies: 0
Views: 733

[0.17.x] Logistics Wagons

I have ported a mod by gnzzz for 0.17.x which was last updated 5 years ago for 0.11.x. These logistics wagons act as rolling stock for the logistics network and include the same four wagons as the vanilla chests (storage, passive provider, active provider and, requester). Looking forward to feedback...
by 1000101
Fri Dec 06, 2019 6:00 am
Forum: Won't fix.
Topic: [0.17.79] Crash while saving, in lua (table expected)
Replies: 15
Views: 4490

Re: [0.17.79] Crash while saving, in lua (table expected)

Mod is now added to the portal.

https://mods.factorio.com/mod/LogisticsWagons
viewtopic.php?f=190&t=78709

I shan't be replying to this topic anymore.
by 1000101
Thu Dec 05, 2019 9:19 am
Forum: Won't fix.
Topic: [0.17.79] Crash while saving, in lua (table expected)
Replies: 15
Views: 4490

Re: [0.17.79] Crash while saving, in lua (table expected)

I do plan on doing that, atm I am still testing to make sure it's stable for release.
by 1000101
Thu Dec 05, 2019 2:57 am
Forum: Won't fix.
Topic: [0.17.79] Crash while saving, in lua (table expected)
Replies: 15
Views: 4490

Re: [0.17.79] Crash while saving, in lua (table expected)

Ok, I removed all the OOP crap, greatly simplified and reduced the code base and everything is working as it should. Not sure why gnzzz decided all that crap was necessary when it wasn't. In any event, it's working now (well it worked before other than causing a crash when saving) and the total scri...
by 1000101
Wed Dec 04, 2019 11:16 pm
Forum: Won't fix.
Topic: [0.17.79] Crash while saving, in lua (table expected)
Replies: 15
Views: 4490

Re: [0.17.79] Crash while saving, in lua (table expected)

In this case, it's crashing because the mod decided to do something it should never have even tried to do and is over-complicating what should have been simple logic. I won't deny that the original mod over-complicated things. Anyway, thanks for the help everyone, I'll see what I can do to remove a...
by 1000101
Tue Dec 03, 2019 10:24 pm
Forum: Won't fix.
Topic: [0.17.79] Crash while saving, in lua (table expected)
Replies: 15
Views: 4490

Re: [0.17.79] Crash while saving, in lua (table expected)

It it helps, I can provide a crash dump and full log, but I think I provided enough steps to reproduce with the mod attached to the initial post.
by 1000101
Tue Dec 03, 2019 6:32 am
Forum: Won't fix.
Topic: [0.17.79] Crash while saving, in lua (table expected)
Replies: 15
Views: 4490

[0.17.79] Crash while saving, in lua (table expected)

There's an old mod I absolutely love, Logistics Wagons, which was abandoned a long time ago. I have been working on updating it to 0.17 which has been going well and it work except... When I place a wagon, drive the train, stop the train, save, drive the train, stop the train, save - it crashes on t...
by 1000101
Thu Sep 19, 2019 6:20 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531607

Re: [MOD 0.14] AAI Programmable Vehicles

Is there a tutorial for this mod that is actually current and relevant? All the tutorials in the OP are completely irrelevant as the mod does not work for the most part as portrayed in the tutorials. Mainly what I am looking for is how to program the depot based on needs instead of having them use s...
by 1000101
Sat Aug 03, 2019 3:17 am
Forum: Modding help
Topic: [Solved] Help with entity.picture nil yet not nil
Replies: 7
Views: 1703

Re: Help with entity.picture nil yet not nil

So I found the issue...and it is as I suspected in my original post...I'm stupid. While the wooden-chest was my go-to test, it (nor the iron/steel) wasn't the issue, but the logistics chests were. The structure of the picture data changed for the basic chests which is what I was basing my code chang...
by 1000101
Fri Aug 02, 2019 11:06 pm
Forum: Modding help
Topic: [Solved] Help with entity.picture nil yet not nil
Replies: 7
Views: 1703

Re: Help with entity.picture nil yet not nil

Even more wth... This works without error (other than the explicit call to "error" showing the filenames AND that picLayer is assigned): function TestFunction( baseEntity ) local basePic = baseEntity.picture local picLayer = nil local s = "" for index, layer in pairs( basePic.lay...
by 1000101
Fri Aug 02, 2019 10:29 pm
Forum: Modding help
Topic: [Solved] Help with entity.picture nil yet not nil
Replies: 7
Views: 1703

Re: Help with entity.picture nil yet not nil

After more experimentation, seems like lua doesn't like assigning unnamed table entries to variables. Using "local picWidth = baseEntity.picture.layers[ 1 ].width" worked (at very least it didn't throw a lua error). nvm, it didn't like it after all, instead I get the following error. loca...
by 1000101
Fri Aug 02, 2019 10:02 pm
Forum: Modding help
Topic: [Solved] Help with entity.picture nil yet not nil
Replies: 7
Views: 1703

Re: Help with entity.picture nil yet not nil

The for block that dumps the layer filename works fine, it's just there to (a) show that the picture is actually resolved and (b) for checking I am referencing the correct layer. It's the single line below where I grab the actual layer I want that fails with the nil error. Below is the full function...
by 1000101
Fri Aug 02, 2019 6:45 pm
Forum: Modding help
Topic: [Solved] Help with entity.picture nil yet not nil
Replies: 7
Views: 1703

[Solved] Help with entity.picture nil yet not nil

So I am updating a personal mod from 0.15.x to 0.17.x and I am running into an issue where entity.picture is throwing a lua error. local basePic = baseEntity.picture -- This dump block works fine local s = "" for index = 1, #basePic.layers do s = s .. "\n" .. basePic.layers[ inde...

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