Search found 77 matches

by Hermios
Sun Jan 03, 2021 5:09 pm
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 18384

Re: Hermios trains

hi guys
I am (FINALLY) working on the new version.
@olegf, I don't understand your question, can you be more explicit?
@Acidstrike, I know :( Working on it
by Hermios
Sat Jan 02, 2021 7:13 pm
Forum: Questions, reviews and ratings
Topic: How copy settings of an entity via blueprint
Replies: 1
Views: 1102

How copy settings of an entity via blueprint

Hi When I create an entity, it has specific settings/options. Question: How to maintain those via blueprint? When I take a standard entity (for instance an arithmetic combinator), then blueprint it and past it, its config is copied to the new blueprinted item. How to maintain it on my own entities? ...
by Hermios
Sun Dec 29, 2019 11:19 am
Forum: Modding interface requests
Topic: mod_data property for entity
Replies: 10
Views: 3501

Re: mod_data property for entity

Hi I agree on the issue: When native entities are blueprinted, their settings are stored in the ghots, but there is no mechanism to store settings from custom entities. Existing suggestions seem nice, I vote for mod_data, per entity, those are stored in the saved data too The +: - This maintains set...
by Hermios
Sat Nov 09, 2019 12:09 pm
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 2604

Re: Edit blueprint in a mod

Hi Thanks for the answer. I clearly overengineered my system, and the "placeably by" is the appropriate solution: My situation is the same as Darkfrei: When placing an entity, the first entitiy E1 is replaced by a second E2 (E1 must be destroyed) When blueprinting, E2 is taken in considera...
by Hermios
Sun Nov 03, 2019 2:43 pm
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 2604

Edit blueprint in a mod

Hi
Is that possible to edit a blueprint in a mod (add, delete, modify or replace elements etc.)? If yes, how?
Thanks

Niko
by Hermios
Sun Nov 03, 2019 2:10 pm
Forum: Not a bug
Topic: [kovarex] Rail signals not deactivated when deactivating
Replies: 1
Views: 934

[kovarex] Rail signals not deactivated when deactivating

Hi I use rail signals in my mod, to help me place my entity close to rails. Once this is done, I add another entity, but I have to keep the rail signal to allow blue printing of the item. However, I don't want this rail signal to have any impact on the rail, so I deactivated it, but it has no impact...
by Hermios
Sun Sep 29, 2019 1:08 pm
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 18384

Re: Hermios trains

Hi Cremionis
Actually, there are notifications now, I received your request :) . I am very busy yet, but I'll look at it when possible. I'll answer on the portal, then. Thanks anyway for the feedback
Niko
by Hermios
Sun Jul 14, 2019 10:15 pm
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 18384

Re: Hermios trains

Hey
Sorry, I don't really understand your message.
Are you looking for the mod "Train Reader"? If yes, I deactivated it, some times ago, since the train stop is now doing the job. No need to replicate.
If you are looking for something else, please explain, so I can help.
Thanks

Niko
by Hermios
Tue Jun 11, 2019 7:25 pm
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 18384

Re: Hermios trains

Hi Which version do you use? Please ensure you use the 0.1.2 of HermiosLibs Besides, there may be some problems of migration. I recommand to remove your locomotive and to put it back on the rails. If not, please rather send a message on the portal for mods (I created this blog when the portal was no...
by Hermios
Sat Mar 02, 2019 11:52 am
Forum: Modding help
Topic: [17.4] duplicate key technology-name
Replies: 3
Views: 1142

Re: [17.4] duplicate key technology-name

Sorry, sorry! Found it! I didn't look in the current locale!
Thanks
Niko
by Hermios
Sat Mar 02, 2019 11:44 am
Forum: Modding help
Topic: [17.4] duplicate key technology-name
Replies: 3
Views: 1142

Re: [17.4] duplicate key technology-name

Hi Klonan
Thanks but... well, what is wrong, still?
my locale for Train Caller is similar to the one for others, and others have no problem!And this one had no problem with version 16.51
Cheers
Niko
by Hermios
Sat Mar 02, 2019 11:09 am
Forum: Modding help
Topic: [17.4] duplicate key technology-name
Replies: 3
Views: 1142

[17.4] duplicate key technology-name

Hey I have this issue while loading Factorio, on some of my mods (but not everyone). See screenshot attached. This didn't happen before. It is very weird, beause even if I comment all the content of data.lua, it still happens. Attached a mod that has the issue, and a screenshot of the issue. Oh, and...
by Hermios
Wed Jan 09, 2019 4:32 pm
Forum: This Forum
Topic: Download an attachment sent in pm
Replies: 4
Views: 1987

Re: Download an attachment sent in pm

Ok, maybe that was THAT stupid after all... :roll: :P
Thanks
Niko
by Hermios
Wed Jan 09, 2019 3:51 pm
Forum: This Forum
Topic: Download an attachment sent in pm
Replies: 4
Views: 1987

Re: Download an attachment sent in pm

Hi Koub
Well, I know my question is stupid, but not THAT stupid :roll:
I have no hyperlink for my file. Look at the screenshot attached
Unbenannt.png
Unbenannt.png (25.91 KiB) Viewed 1980 times
Thanks
Niko
by Hermios
Wed Jan 09, 2019 3:27 pm
Forum: Modding help
Topic: Use external libraries
Replies: 3
Views: 1583

Re: Use external libraries

Great, many thanks for the answers, especially data.lua!
I'll implement it in the next version of my mods

Niko
by Hermios
Wed Jan 09, 2019 3:24 pm
Forum: This Forum
Topic: Download an attachment sent in pm
Replies: 4
Views: 1987

Download an attachment sent in pm

Ok, I am not proud of it but... how to download a file attached to a message sent in pm?
I can see there is an attachment, but nowhere to click...
Sorry for the stupid question, help!
Thanks

Niko
by Hermios
Sun Dec 23, 2018 3:16 pm
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 18384

Re: Hermios trains

Hi I am so sorry, I forgot to ask them. Quite busy. The problem may be more complex than what I thought, that is why I didn't contact them about it immeditaly For the bridges, you can ask the developer of the mod to include a remote call to my mod in his. Thus, his bridges shall be consirered as ele...
by Hermios
Sat Dec 15, 2018 11:32 pm
Forum: Pending
Topic: trains not valid when game is loaded
Replies: 1
Views: 802

trains not valid when game is loaded

Hi I noticed some issue while loading a game: it seems that trains are not immediatly considered as valid. In my Mod, I sent a listener on ticks, and the first tick initialise different things in the game. Thus, I have trouble because at this first tick, trains are not valid. They are valid later. I...
by Hermios
Sun Dec 09, 2018 7:39 pm
Forum: Mods
Topic: Hermios trains
Replies: 35
Views: 18384

Re: Hermios trains

Hi gmxy
Well, I have a good news: I can reproduce it (So it does come from my mod).
I have a bad news too: I have no idea why! I think this is a problem with the game itself. I will send a notice to the developers. Until then, I can do nothing, sorry!

Niko
by Hermios
Wed Nov 28, 2018 11:12 pm
Forum: Modding help
Topic: Use external libraries
Replies: 3
Views: 1583

Use external libraries

Hi
I assume this is a basic question, but I couldn't find the info anywhere:
How can I handle external libs, on the same concept than bob's mods. Indeed, the bob's library is required for all the other mods. But I couldn't find how he refers to it.
Any help?
Many thanks

Niko

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