Search found 60 matches

by lyvgbfh
Thu May 19, 2022 8:34 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 11
Views: 1729

Re: Request: module_specification.allowed_module_categories

Another +1 There are cases where I want modules that are building specific, but right now I have to either: A. Design said modules with use in labs, miners, and the desired building (if it even has a recipe) in mind B. Restrict undesired building from using one of the effect types, and add an amount...
by lyvgbfh
Thu Apr 21, 2022 3:23 pm
Forum: Won't implement
Topic: .neighbours on ghost electric poles
Replies: 7
Views: 474

Re: .neighbours on ghost electric poles

Fair enough, I appreciate the clarification.
by lyvgbfh
Wed Apr 20, 2022 11:27 am
Forum: Won't implement
Topic: .neighbours on ghost electric poles
Replies: 7
Views: 474

Re: .neighbours on ghost electric poles

Please do not reuse resolved bug reports for unrelated stuff. Also LuaEntity::belt_neighbours cannot be used on electric poles so your report is invalid. Replying in the correct thread, this is in the same vein as the bug report the quote is from. I may be mistaken but the bugs seem quite similar -...
by lyvgbfh
Tue Apr 19, 2022 6:33 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.57] Belt ghosts can't have their belt_neighbours checked
Replies: 3
Views: 439

Re: [1.1.57] Belt ghosts can't have their belt_neighbours checked

Rseding91 wrote: ↑
Tue Apr 19, 2022 6:20 pm
Thanks for the report. It's now fixed for the next release.
This also happens for electric pole ghosts
by lyvgbfh
Sun Apr 17, 2022 9:54 am
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 16
Views: 585

Re: Do not change "ALT mode" when pressing ALT+TAB

I moved my alt mode to right alt to prevent this.
by lyvgbfh
Mon Apr 11, 2022 3:52 pm
Forum: Ideas and Suggestions
Topic: Configurable screen edge for hot-/shortcut-bars
Replies: 5
Views: 165

Re: Configurable screen edge for hot-/shortcut-bars

This would be really nice for playing at 21:9
by lyvgbfh
Mon Apr 11, 2022 1:16 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6157

Re: [MOD 0.17] Ice Ore

My mistake - I was meant to have said just add to data, not data updates. It works! Version: 1.1.5 Date: 2022-04-10 Info: - Updated by Qon, on request by lyvgbfh. Features: - Added compatibility with Omnimatter mod. 1:5 as initial ratio seems very hard. Omnimatter can be used as fuel directly so co...
by lyvgbfh
Mon Apr 11, 2022 9:23 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6157

Re: [MOD 0.17] Ice Ore

Qon wrote: ↑
Mon Apr 11, 2022 8:41 am
lyvgbfh wrote: ↑
Mon Apr 11, 2022 5:17 am
You'll have to add an optional dependency - "(?)omnimatter" to the info.json
I actually did that as well. And it didn't work.
My mistake - I was meant to have said just add to data, not data updates.
by lyvgbfh
Mon Apr 11, 2022 5:17 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6157

Re: [MOD 0.17] Ice Ore

Would you mind adding the following to the end of data-updates, along with an optional dependency on omnimatter? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_re...
by lyvgbfh
Sun Apr 10, 2022 11:53 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6157

Re: [MOD 0.17] Ice Ore

Qon wrote: ↑
Sun Apr 10, 2022 10:55 am
Ok, thanks.
What's the initial ratio for the other basic resources?
Iron & Copper are 1:8, Stone is produced as a byproduct from the waste.
Is omnimatter conversion usually the only source of resources?
Yes, all ore patches are replaced with omnite, which is then processed into ores.
by lyvgbfh
Sat Apr 09, 2022 10:25 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6157

Re: [MOD 0.17] Ice Ore

What do the numbers mean? omni.matter.add_initial(ore_name, extraction_yield, extraction_waste) omni.matter.add_resource(ore_name, ore_tier) For the first function, it's the initial ratio (1 ore to 5 waste). For the second, it's the "tier" of the ore. 1 indicates it's available at the sam...
by lyvgbfh
Sat Apr 09, 2022 12:16 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6157

Re: [MOD 0.17] Ice Ore

Would you mind adding the following to the end of data.lua along with an optional dependency? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_resource("ice-ore...
by lyvgbfh
Sat Mar 19, 2022 11:24 pm
Forum: Technical Help
Topic: [1.1.53] Wen Updating/Downloading Mod Could Not Resolve Host
Replies: 3
Views: 283

Re: [1.1.53] Wen Updating/Downloading Mod Could Not Resolve Host

I'm getting a result from cloudflare myself, maybe a temporary issue?
c.png
c.png (19.67 KiB) Viewed 195 times
by lyvgbfh
Sat Mar 12, 2022 9:59 am
Forum: Fixed for 1.2
Topic: [0.15.35] Boiler type entities cannot eject burnt items
Replies: 11
Views: 3575

Re: [0.15.35] Boiler type entities cannot eject burnt items

When a boiler's burnt result inventory is full, it seems to just delete further burnt results. Along with that, burnt results can only be manually removed from burner inserters.

Any chance of a revisit here?
by lyvgbfh
Sat Mar 12, 2022 9:39 am
Forum: Mods
Topic: SeaTorio
Replies: 4
Views: 825

Re: SeaTorio

Hello, I gave this a try but it does not load with the minimum mod set. 2.754 Error ModManager.cpp:1577: Failed to load mod "SeaTorio": __SeaTorio__/prototypes/unlock.lua:3: attempt to index field 'dirty-water-filtration-aluminum' (a nil value) stack traceback: __SeaTorio__/prototypes/unlo...
by lyvgbfh
Sat Mar 12, 2022 12:04 am
Forum: Duplicates
Topic: [1.1.56] Inserters take fuel instead of burnt result in boilers
Replies: 1
Views: 183

[1.1.56] Inserters take fuel instead of burnt result in boilers

When boiler-types are given a burnt result, the inserters will prioritize removing the fuel over the burnt result, and only remove the result when the fuel is empty. With stone furnaces, this is not the case, they correctly prioritize their outputs. boiler-example.png As a side effect, this also lea...
by lyvgbfh
Sun Feb 27, 2022 9:48 am
Forum: PyMods
Topic: Discord server?
Replies: 1
Views: 373

Re: Discord server?

by lyvgbfh
Sun Feb 27, 2022 4:37 am
Forum: Technical Help
Topic: CentOS 7.9 system error
Replies: 1
Views: 180

Re: CentOS 7.9 system error

Looks like you config might be pointing the data to the wrong place. Try changing it to the default:

Code: Select all

[path]
read-data=__PATH__executable__\..\..\data
write-data=__PATH__executable__\..\..
in Factorio/config/config.ini
by lyvgbfh
Tue Feb 22, 2022 10:57 am
Forum: Won't implement
Topic: .neighbours on ghost electric poles
Replies: 7
Views: 474

Re: .neighbours on ghost electric poles

I hope bumping this is acceptable - it seems this behavior may not be intended, since I can connect_neighbour & disconnect_neighbour on ghost poles, but not access their .neighbours.

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