Search found 1821 matches

by Nexela
Sat Oct 10, 2020 6:15 pm
Forum: Resolved for the next release
Topic: [kovarex] [1.0.0] LuaEntity::get_upgrade_target() returns nil if a bot is dispatched
Replies: 2
Views: 202

[kovarex] [1.0.0] LuaEntity::get_upgrade_target() returns nil if a bot is dispatched

Plop a yellow belt just inside the end of a construction network with red belts in storage, Hit it with the upgrade planner /c game.print(game.player.selected.to_be_upgraded()) -> true /c game.print(game.player.selected.get_upgrade_target()) -> nil If there are no red belts in storage upgrade_target...
by Nexela
Tue Sep 15, 2020 12:29 am
Forum: Pending
Topic: [1.0.0] factorio --preset is ignored
Replies: 2
Views: 129

Re: [1.0.0] factorio --preset is ignored

TestPreset_0.0.1.zip
(829 Bytes) Downloaded 5 times

Code: Select all

factorio --load-scenario TestPreset/testpreset --preset rail-world
Scenario will open with generic default settings I.e 50x50 size and not the settings from the rail-world preset
by Nexela
Mon Sep 14, 2020 3:49 am
Forum: Pending
Topic: [1.0.0] factorio --preset is ignored
Replies: 2
Views: 129

[1.0.0] factorio --preset is ignored

Start a mod scenario from the command line

Start Factorio with factorio --load-scenario ModName/ScenarioName --preset default

The scenario is loaded with generic defaults 50x50 size etc
by Nexela
Sun Aug 23, 2020 4:28 am
Forum: Resolved for the next release
Topic: [1.0.0] inv.find_empty_stack('steel-chest')
Replies: 1
Views: 158

[1.0.0] inv.find_empty_stack('steel-chest')

find_empty_stack(item) → LuaItemStack Finds the first empty stack. Filtered slots are excluded unless a filter item is given. The optional filter name on find_empty_stack only returns empty filtered stacks /c game.print(type(game.player.get_main_inventory().find_empty_stack('steel-chest'))) -- nil i...
by Nexela
Wed Jul 31, 2019 10:11 pm
Forum: PyMods
Topic: Tailings ponds can overflow?
Replies: 17
Views: 1578

Re: Tailings ponds can overflow?

but it is free landfill
Temporarily Possibly as one of the ToDos is 'fix for water tiles'
Does the spill eventually clear up?
Not currently..... But maybe something to add in the future! :P
by Nexela
Mon Jul 15, 2019 1:03 am
Forum: Won't fix.
Topic: 17.56 miner entity status inconsistent
Replies: 2
Views: 454

17.56 miner entity status inconsistent

Checking miner entity status on on_resource_depleted returns low_power Place 2 resources down next to each other /c game.player.surface.create_entity{position = game.player.position, name = 'iron-ore', amount =5} place a chest, and a miner shoving things in it. When the first resource is depleted lo...
by Nexela
Fri Jul 12, 2019 11:37 pm
Forum: Implemented mod requests
Topic: Number-only text field
Replies: 7
Views: 491

Re: Number-only text field

Why pcalls though........
by Nexela
Wed Jul 10, 2019 11:33 pm
Forum: Technical Help
Topic: The following mod script files are not identical
Replies: 8
Views: 531

Re: The following mod script files are not identical

This is a mod issue, By the looks of it with one of my mods. Soooooooooo I think I know why just need to time to figure out how to handle it.
by Nexela
Thu Jun 27, 2019 11:25 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 34746

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

I'll see if I can come up with some ideas for this. In the meantime you can use the `edit held item' keybind

Code: Select all

ctrl-shift-`
by Nexela
Thu Jun 20, 2019 2:49 am
Forum: Implemented mod requests
Topic: Map editor instant deconstruction should raise events
Replies: 20
Views: 1873

Re: Map editor instant deconstruction should raise events

What if destroy in the map editor also destroyed every entity the entity collides with in its collision box? I can't think of anything off the top of my head that could be bad there except very minimal code bloat.
by Nexela
Sun Jun 16, 2019 7:34 pm
Forum: Implemented mod requests
Topic: Belt neighbours
Replies: 4
Views: 495

Re: Belt neighbours

Seconded
by Nexela
Thu Jun 13, 2019 12:18 am
Forum: Modding interface requests
Topic: Build_from_cursor skipFlipDirectionLogic
Replies: 1
Views: 265

Re: Build_from_cursor skipFlipDirectionLogic

Title changed to be easily understandable.

Would it be possible to set skipFlipDirectionLogic when using build_from_cursor Either by default or as a parameter
by Nexela
Wed Jun 12, 2019 10:42 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 34746

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

When I hover over ghost with a non-ghost in my hand it places it in place, which is nice. However underground pipes aren't being placed with the proper orientation, it looks like they all get the orientation of the first one I place. It's on my ToFix list. Might possibly need a similar hack like I ...
by Nexela
Wed Jun 12, 2019 10:40 pm
Forum: Modding interface requests
Topic: Default Toggle State for shortcuts.
Replies: 0
Views: 190

Default Toggle State for shortcuts.

As the title states, A default toggle state for shortcuts that is set when the shortcut becomes available.
by Nexela
Wed Jun 12, 2019 12:15 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 34746

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

... Almost everything He said!!!!! I might have to hire him for the Picker Public Relations team. I do recommend Picker Tweaks. Most of the Cheaty stuff is set to factorio default, or not so crazy values. However it does add some nice QOL of tweaks that I don't believe change the game enough to cou...
by Nexela
Sat Jun 08, 2019 5:09 pm
Forum: Modding interface requests
Topic: LuaEntity::can_teleport(pos, surface)
Replies: 5
Views: 512

Re: LuaEntity::can_teleport(pos, surface)

Yeah after posting and thinking it through some more it wasn't teleport that was the total issue it was can_place_entity. can_teleport would still be nice, but can_place needs the ignore entity check :P

Does nobody report bugs!!!!!!1111111one :P I'll fix the py thingie
by Nexela
Thu Jun 06, 2019 11:34 pm
Forum: Modding interface requests
Topic: LuaEntity::can_teleport(pos, surface)
Replies: 5
Views: 512

Re: LuaEntity::can_teleport(pos, surface)

Picker dollies I could fail a lot earlier on things that can't be teleported without having to restore everything, Mostly on stuff with fluidboxes that can't be mixed. And this gave me another idea! it should also return true if the only thing stopping it from teleporting to that position is itself....
by Nexela
Thu Jun 06, 2019 2:59 am
Forum: Won't implement
Topic: LuaEntity::teleport(position, surface, allow_fluid_mixing)
Replies: 1
Views: 255

LuaEntity::teleport(position, surface, allow_fluid_mixing)

Skips any fluid mixing checks when teleporting something. (also would apply to can_teleport if that gets added)

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