Search found 23 matches

by Lukas0120
Wed Oct 04, 2023 1:31 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded
Replies: 2
Views: 866

Re: [1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded

If a safe file is needed here's one I used for testing (testing with the dummy waterGhost entity from my mod, which is basically just a clone of the normal train stop that can be placed on water, normally not obtainable but that dosn't matter for testing). Aside from that I've also tested the trains...
by Lukas0120
Wed Oct 04, 2023 10:41 am
Forum: Resolved Problems and Bugs
Topic: [1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded
Replies: 2
Views: 866

[1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded

When I fast replace/upgrade a train stop to another type of (modded) train stop, the train stops train limit get's reset to no train limit, I've tried multiple types of train stops and they all behave the same way. I would expect the Train Limit to be preserved when upgrading to a diffrent type of t...
by Lukas0120
Wed Aug 23, 2023 12:56 pm
Forum: Modding interface requests
Topic: Add LuaEntity.adjacent_tile_bounding_box
Replies: 0
Views: 238

Add LuaEntity.adjacent_tile_bounding_box

You currently can't get an offshore pumps adjacent_tile_collision_box around it's position while respecting it's orientation, currently if you want the actual adjacent_tile bounding box for an offshore pump you would need to calculate it manually using the prototypes adjacent_tile_collision_box. It ...
by Lukas0120
Wed Nov 02, 2022 12:54 pm
Forum: Won't implement
Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
Replies: 7
Views: 1843

Re: Add a way to hide/disable missing Item alerts for specific items or entitys

Ghosts serve exactly 1 purpose in the game logic: to be built at a later time by a robot. What you're asking for is to remove that 1 purpose. That says to me you don't want ghosts. I'm going to put this into won't implement. I know that arguing is about this is pointless and that nobody is probably...
by Lukas0120
Wed Oct 26, 2022 6:42 pm
Forum: Won't implement
Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
Replies: 7
Views: 1843

Re: Add a way to hide/disable missing Item alerts for specific items or entitys

I wonder if the desired effect could be achieved by searching for a suitable position to build each entity in the blueprint, build the ghost entity there and then immediately teleport it into the desired position on the water. Teleportation doesn't consider collision, it might be slower but it seem...
by Lukas0120
Wed Oct 26, 2022 8:06 am
Forum: Won't implement
Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
Replies: 7
Views: 1843

Re: Add a way to hide/disable missing Item alerts for specific items or entitys

I need my dummy entity's a ghost's because I need them to be placeable trough blueprints, the whole point of my mod is make blueprints placeable on water. To do that I need to convert everything in a blueprint into my water placeable dummy entity's that can be placed on water. The mod then auto plac...
by Lukas0120
Tue Oct 25, 2022 4:35 pm
Forum: Won't implement
Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
Replies: 7
Views: 1843

Add a way to hide/disable missing Item alerts for specific items or entitys

Currently there is no way to exclude Entity or Items from missing item alerts, so my ghosts of my dummy Entitys will produce missing item alerts. I need some way to exclude or hide my entity/items from missing item alerts. Possible Solutions: -Don't show missing item alerts for items or Entitys that...
by Lukas0120
Sat Oct 22, 2022 7:17 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.70] linked-belt missing from default mask collision-mask-util
Replies: 1
Views: 1534

[Klonan] [1.1.70] linked-belt missing from default mask collision-mask-util

The default_masks table in collision-mask-util is missing the default mask for linked-belt.
by Lukas0120
Fri Oct 21, 2022 1:02 pm
Forum: Modding interface requests
Topic: Event for trying to place a blueprint.
Replies: 3
Views: 1627

Event for trying to place a blueprint.

I want to make a mod that automatically places ghost entities in a blueprint placed on water after landfill has been placed or automatically replaces the blueprint once landfill is build. To do this I need an event to detect when there is an attempt to place a blueprint, this event needs to give me:...
by Lukas0120
Fri Oct 21, 2022 12:31 pm
Forum: Won't implement
Topic: on_pre_build event, but when unable to build
Replies: 3
Views: 1156

Re: on_pre_build event, but when unable to build

I need this (or something similar), I want to make a mod that automatically places ghosts of buildings on landfill, once the landfill has been build. To do that I need a way to detect when you try and fail to place an entity, including information about what you where trying to place including thing...
by Lukas0120
Fri Jul 08, 2016 9:50 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124653

Re: [0.12.x][v0.12.10] Bob's Modules.

To the Error with 5d's Modules mod it the game does not start when both mods are enabled it gives me this error:
Error while loading item prototype "5d-speed-productivity-4" (module):
No such node (limitation_message_key)
Modifications: 5dim_module->bobmodules
by Lukas0120
Thu Jul 07, 2016 4:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124653

Re: [0.12.x][v0.12.10] Bob's Modules.

I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
by Lukas0120
Wed Jul 06, 2016 5:19 pm
Forum: Mods
Topic: [MOD 0.12+]Unlimited upgrades_0.2.4 (04.09.16) Its back to the living
Replies: 19
Views: 40196

Re: [MOD 0.12.x]Unlimited upgrades_0.2.2 (4.07.16) Its back to the living

Can you please upload the mod to the offical mod portal?
by Lukas0120
Wed Jul 06, 2016 1:41 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311609

Re: [0.12.x][v0.12.10] Bob's Logistics mod

How long does it take util programmeble inserters are out?
by Lukas0120
Tue Jul 05, 2016 12:22 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311609

Re: [0.12.x][v0.12.10] Bob's Logistics mod

plase add stack inserters becouse I don't know any mod that adds very fast/express stack inserters
I don't need programmeble Inserters or somthing like that I only want diffrent version of stack inserters including very fast /express versions
by Lukas0120
Tue Jul 05, 2016 12:08 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61117

Re: [MOD 0.12.x] K&L Inserters

lyravega wrote:I have been waiting for the 0.13, delayed all the bugfixes and stuff and was looking for a feature in 0.13 but it didn't arrive. Nevertheless, now that I don't have any excuses, I'll start working on a new version.
How long do you thing the update will take?
by Lukas0120
Tue Jul 05, 2016 11:34 am
Forum: Ideas and Requests For Mods
Topic: Mod that add Tons of Tiers of everything
Replies: 3
Views: 1781

Re: Mod that add Tons of Tiers of everything

Yes but Bobs mods only adds aboud 3-4 Tiers I want more Tiers then that The only mod I know that does add 5-6 Tiers of everything is Dytech but that mod is outdated and I want even more Tiers then dytech gives me
by Lukas0120
Mon Jul 04, 2016 3:09 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151867

Re: [0.13.x] Bob's Mods: General Discussion

You shoud add all the dirent versions of stack insertrs in your mod
by Lukas0120
Mon Jul 04, 2016 12:40 pm
Forum: Ideas and Requests For Mods
Topic: Mod that add Tons of Tiers of everything
Replies: 3
Views: 1781

Mod that add Tons of Tiers of everything

Can somone make a mod that does simply add a LOT of tiers to almost everyting (Factory version 0.13.x) like tierd Solar Panls, Accumulators, Steam Boilers, Steam Engines, Roboports, Logistic/Consturction/Combat Robots, Assembly Mashines, Modules,... 2-4 Extra Tiers is not enought I want like 10-infi...
by Lukas0120
Mon Jul 04, 2016 12:25 pm
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 35076

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Can you update the mods to 0.13?

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