Search found 1816 matches

by Nexela
Wed Jul 31, 2019 10:11 pm
Forum: PyMods
Topic: Tailings ponds can overflow?
Replies: 17
Views: 803

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: 240

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: 248

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: 226

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: 120
Views: 28509

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: 884

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: 268

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: 125

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: 120
Views: 28509

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: 75

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: 120
Views: 28509

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: 222

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: 222

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: 120

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)
by Nexela
Thu Jun 06, 2019 2:55 am
Forum: Modding interface requests
Topic: LuaEntity::can_teleport(pos, surface)
Replies: 5
Views: 222

LuaEntity::can_teleport(pos, surface)

LuaEntity::can_teleport(position, surface)

Checks if the entity can be teleported to the pos/surface without actually moving the entity.
by Nexela
Thu Jun 06, 2019 1:02 am
Forum: Resolved Problems and Bugs
Topic: Bug with factorio.com/buy
Replies: 1
Views: 150

Bug with factorio.com/buy

The confirmation box when selecting steam key option at factorio.com/buy is cut off (at least on lower resolutions 1366x768) Screenshot from 2019-06-05 20-59-16.png Screenshot from 2019-06-05 20-57-46.png As you can see the bottom buttons are cut off, if you try and enter an invalid email they disap...
by Nexela
Tue Jun 04, 2019 4:27 am
Forum: Modding interface requests
Topic: Build_from_cursor skipFlipDirectionLogic
Replies: 1
Views: 125

Build_from_cursor skipFlipDirectionLogic

When using build_from_cursor on underground_belts things get all cattywampus and flipped around and reversed. Would it be possible to add belt_to_ground_type and loader_type to the list of build_from_cursor_params.
by Nexela
Sun Jun 02, 2019 11:35 pm
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 25
Views: 783

Re: Fixing data stage spam

I would love a write_file() in the data stage and I wouldn't have to log!
by Nexela
Sat Jun 01, 2019 5:57 pm
Forum: Modding help
Topic: Accessing "ghost" circuit connections
Replies: 12
Views: 261

Re: Accessing "ghost" circuit connections

I did miss that part, in that case you need spill = false

spill :: boolean (optional): If false while fast_replace is true and player is nil any items from fast-replacing will be deleted instead of dropped on the ground.

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