Search found 10 matches

by Tias
Fri Jun 28, 2019 8:39 pm
Forum: Modding help
Topic: real number expected got nil.
Replies: 5
Views: 2134

Re: real number expected got nil.

DaveMcW wrote: ↑
Fri Jun 28, 2019 8:36 pm

Code: Select all

util.debugprint(tostring(global.walkstate.direction))
Yes this is Nil, though I though if Walking is false that was not required.
Fixed now, thanks.
by Tias
Fri Jun 28, 2019 8:34 pm
Forum: Modding help
Topic: real number expected got nil.
Replies: 5
Views: 2134

Re: real number expected got nil.

DaveMcW wrote: ↑
Fri Jun 28, 2019 8:28 pm
Your problem is global.walkstate is nil.
It's not though, it's a table that should be a valid walking_state.
The result of adding this:

Code: Select all

		util.debugprint(type(global.walkstate))
		util.debugprint(tostring(global.walkstate.walking))
is:
table
false
by Tias
Fri Jun 28, 2019 8:25 pm
Forum: Modding help
Topic: real number expected got nil.
Replies: 5
Views: 2134

real number expected got nil.

I am trying to update a TAS Playback mod to 0.17. I run into this error and can't figure out what causes it: ErrorMsg.PNG The complete code for the Event/function: script.on_event(defines.events.on_tick, function(event) --line 108 if commandqueue and global.running then local tick = game.tick - glob...
by Tias
Tue Mar 19, 2019 8:15 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007658

Re: [0.16] Sea Block Pack 0.2.17

The cellulose fibre from green algea recipe gets unlocked at brown algea processing. That's a mistake/bug right?
by Tias
Fri Jan 04, 2019 4:33 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63636

Re: Friday Facts #276 - Belt item spacing & Script rendering

Trying to detect full throughput with read mode is now completely impossible
Yes it is, if the value is a constant 8 it's full througput, if thoughput isn't full than it will fall to 7 or below.
by Tias
Sat Oct 27, 2018 10:34 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208645

Re: Friday Facts #266 - Cleanup of mechanics

When I read the post, I already though, oh this will make Lazy Bastard easier when you anounced the removal of the pickaxes. That alone would've sped up the early game.
by Tias
Fri Apr 27, 2018 5:03 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 18638

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

About those QoL features you have implemented in some areas but not in others, placing an entity on it's Blueprint should only continue to place the entity on other blueprints when holding the build key down, not as soon as space is available (Suggestion: https://forums.factorio.com/viewtopic.php?f=...
by Tias
Fri Apr 27, 2018 7:20 am
Forum: Ideas and Suggestions
Topic: Quality of Life Blueprint Building
Replies: 18
Views: 5590

Quality of Life Blueprint Building

TL;DR When Placing an entity on it's Blueprint, it will only continue to place the entity on other blueprints when holding the build key down, not as soon as space is available. What ? When placing furnaces on this blueprint (by holding down the build key): Screenshot 1.png this is the result: Scre...
by Tias
Fri May 19, 2017 8:12 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148872

Re: Friday Facts #191 - Gui improvements

First of all, I'm all for the changes mentioned in the FFF. Here is a sugestion about the weopons/ammo: You could make it, so that the weapos and ammo is shown on the bottom right as it is, but only while in combat, or for 10 seconds after pressing the next weapon key. Maybe with a setting in the op...
by Tias
Wed May 11, 2016 5:18 am
Forum: General discussion
Topic: Blue Belt to Furnace Ratio
Replies: 8
Views: 24996

Blue Belt to Furnace Ratio

I could never find the perfect Blue Belt/Elsectric Furnace ratio, so I tested it.
It requires 61 Electric/Steal Furnaces (or 122 Stone Furnaces), to completly smelt all the ore on a completly saturated blue belt.

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