Search found 75 matches

by Killkrog
Tue Jan 14, 2025 11:22 am
Forum: Modding help
Topic: Defining what entities are shown in Factoriopedia as being able to extract fluids from a specific tile
Replies: 2
Views: 133

Re: Defining what entities are shown in Factoriopedia as being able to extract fluids from a specific tile

Yeah, my water pump is displayed as being able to extract the same fluids from the same tiles as the offshore pump (water, lava, heavy oil, et cetera).
It being hardcoded could be indeed the case. If anyone knows for sure, please tell.
I guess for now the only other solution I have is to generate a ...
by Killkrog
Tue Jan 14, 2025 8:55 am
Forum: Modding help
Topic: Defining what entities are shown in Factoriopedia as being able to extract fluids from a specific tile
Replies: 2
Views: 133

Defining what entities are shown in Factoriopedia as being able to extract fluids from a specific tile

Hello everyone!

I have an extremely simple mod that implements a "water pump". Basically the same as the offshore pump but requires some electricity to function anywhere.

Here is the entire code:

local function setup_icons(t)

t.icons = {
{
icon = data.raw["offshore-pump"]["offshore-pump ...
by Killkrog
Fri Nov 02, 2018 11:18 am
Forum: Already exists
Topic: blueprint string in scripts
Replies: 9
Views: 5617

Re: blueprint string in scripts

Bilka wrote: Sat Sep 29, 2018 7:29 pm What exactly is the request here? Do you want to access the blueprint library, or do you want to convert blueprints from/to strings?
I'd love to be able to access the blueprint library via API, as I already described in detail here. Noone ever bothered to answer though...
by Killkrog
Wed Jun 14, 2017 7:57 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Just uploaded the new version. Please try it and report back if you still encounter errors.
by Killkrog
Wed Jun 14, 2017 7:47 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Just to keep you updated.
It appears that regardless of what blueprint is selected within the book, only the blueprint in the first slot of the book gets modified. I'll have to dig a bit deeper.
Just wanted to let you know you're not forgotten.
by Killkrog
Mon Jun 12, 2017 2:09 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Can you please export the string for the whole book (use the in game function for that) and post it here.
That way I can have a closer look at it.
by Killkrog
Sat Jun 10, 2017 3:42 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

gallomimia wrote:Seems like I can't flip blueprints anymore at all with your mod? At least, not while they are in books. What's up with that? How come I'm the only one who noticed??
Just testet it, works fine.
by Killkrog
Fri May 26, 2017 2:38 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

AxeSlash wrote:... it seems to ONLY happen when I'm trying to flip the active blueprint in a book...
Thanks, that was the pointer in the right direction. New version is up.
by Killkrog
Tue May 09, 2017 3:34 am
Forum: Modding interface requests
Topic: Multiple suggestions concerning blueprints
Replies: 0
Views: 1027

Multiple suggestions concerning blueprints

Hi devs!

Most importantly: Grand job on .15, you guys really delivered quite a thing there!
Now, some suggestions of a few things I feel are missing in the API.

1. LuaGameScript::read_blueprint_string(string, overwrite) → LuaItemStack
Reads the specified string, creates an item stack and puts it ...
by Killkrog
Mon May 01, 2017 12:01 am
Forum: Already exists
Topic: blueprint string in scripts
Replies: 9
Views: 5617

Re: blueprint string in scripts

I second that.
Also please give us an option to read from the library.
by Killkrog
Sun Apr 30, 2017 9:28 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Jürgen Erhard wrote:0.15? Please? Pretty please with a cherry on top?
Soon ;)
by Killkrog
Fri Apr 21, 2017 4:00 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 164077

Re: Friday Facts #187 - Space science & 0.15 graphics

Finally :D
Good job guys!
by Killkrog
Mon Oct 24, 2016 2:07 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Is there a chance that a feature that makes it so, that the saved/stored blueprints will be available and visible for all players in a multiplayer server?
I think that I have seen this feature among some youtubers, but I am not sure if it is in this mod, or an extension to this. Anyway, any form of ...
by Killkrog
Wed Sep 28, 2016 7:40 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

@ Humpfry
Thanks, I'll have a look at it!
by Killkrog
Wed Aug 31, 2016 3:58 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Killkrog, are you doing a release for the 0.14 branch?
Guess I will do that now.
The problem is, that we don't have an option to tell a mod to be okay with either 0.13 or 0.14.
So I would have to maintain two mods that only differ in the base game version, which I won't to because lazy :D
I ...
by Killkrog
Tue Aug 30, 2016 6:51 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Hi,

I am making some sort of "standard library" for modding, and i would like to know if you minded sharing the whole serpent->gzip->base64 stack?
i found a pure lua gunzip module (https://github.com/davidm/lua-compress-deflatelua) but i could not find the deflate part...

I need it to make a ...
by Killkrog
Mon Aug 15, 2016 7:01 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

@Qloshae
Cool, happy we managed to fix it =)
by Killkrog
Sun Aug 14, 2016 5:50 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

@realm174
I will look into it and hopefully have it fixed for the next release.
As always, thanks for helping me making the mod better!

// edit
Done and uploaded!
by Killkrog
Sun Aug 14, 2016 1:09 pm
Forum: Gameplay Help
Topic: 0.13.15 blueprint string help
Replies: 2
Views: 1227

Re: 0.13.15 blueprint string help

by Killkrog
Sun Aug 14, 2016 2:25 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 46889

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

That's the thing, it is super sporadic.
I would have it constantly, I did all types of troubleshooting, I disabled mods, tried to enable it when starting, tried to enable it on an existing save, it would constantly crash.
Then suddenly, nothing.
Then I started a map scan on a map and later clicked ...

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