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 ...
Search found 75 matches
- 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
- 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 ...
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 ...
- Fri Nov 02, 2018 11:18 am
- Forum: Already exists
- Topic: blueprint string in scripts
- Replies: 9
- Views: 5617
Re: blueprint string in scripts
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...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?
- 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.
- 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.
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.
- 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.
That way I can have a closer look at it.
- 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
Just testet it, works fine.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??
- 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
Thanks, that was the pointer in the right direction. New version is up.AxeSlash wrote:... it seems to ONLY happen when I'm trying to flip the active blueprint in a book...
- 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 ...
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 ...
- 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.
Also please give us an option to read from the library.
- 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
SoonJürgen Erhard wrote:0.15? Please? Pretty please with a cherry on top?
- 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
Good job guys!
Good job guys!
- 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 ...
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 ...
- 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!
Thanks, I'll have a look at it!
- 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 ...
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 ...
- 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 ...
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 ...
- 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 =)
Cool, happy we managed to fix it =)
- 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!
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!
- Sun Aug 14, 2016 1:09 pm
- Forum: Gameplay Help
- Topic: 0.13.15 blueprint string help
- Replies: 2
- Views: 1227
- 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 ...
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 ...