Search found 124 matches

by 321freddy
Sat Oct 19, 2019 9:19 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 34
Views: 9677

Re: [0.17] Even Distribution

Hello ... Le mod Even Distribution a engendré une erreur non récupérable. Merci d'informer l'auteur de cette erreur. Error while running event even-distribution::on_tick (ID 0) real number expected got nil. stack traceback: __even-distribution__/scripts/util.lua:42: in function 'getPlayerMainInvent...
by 321freddy
Thu Jun 06, 2019 10:07 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.45] get_blueprint_entities() doesn't include train schedule
Replies: 1
Views: 402

[Rseding91] [0.17.45] get_blueprint_entities() doesn't include train schedule

As the title says, when I call get_blueprint_entities() in a blueprint item stack it doesn't include train schedule of the trains. I am trying to modify some entities inside a blueprint (not the trains), so I get the entities with get_blueprint_entities(), modify them and then write it back with set...
by 321freddy
Fri May 03, 2019 9:27 pm
Forum: Modding help
Topic: Help with this code
Replies: 4
Views: 167

Re: Help with this code

You are looping over all recipes twice instead of the actual ingredients. This is how a recipe is saved: data.raw.recipe["engine-unit"] = { category = "advanced-crafting", enabled = false, energy_required = 10, ingredients = { { "steel-plate", 1 }, { "iron-gear-wheel", 1 }, { "pipe", 2 } }, name = "...
by 321freddy
Fri May 03, 2019 4:35 pm
Forum: Won't implement
Topic: Configure length of programmable speaker alert message
Replies: 3
Views: 457

Configure length of programmable speaker alert message

TL;DR Provide a way to set the maximum length of programmable speakers alert message or remove the limit completely (like it was in 0.16). What ? Either set the limit in a programmable speakers prototype definition, in control.lua or remove it completely (doesn't really matter). Why ? In 0.16 there...
by 321freddy
Fri May 03, 2019 10:56 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 34
Views: 9677

Re: [0.17] Even Distribution

WkdPanda wrote:
Thu May 02, 2019 8:33 pm
Crashing 0.17.35 release alpha, version 0.3.6 installed from portal

https://imgur.com/a/8ZsqAqs
Thanks for the report :) It's now fixed in version 0.3.7
by 321freddy
Wed May 01, 2019 9:32 am
Forum: Implemented mod requests
Topic: Draggable GUIs
Replies: 8
Views: 375

Re: Draggable GUIs

On that note I would also love to be able to "dock" my own custom stuff to other, even vanilla, "windows". Yes please. I want to attach a custom panel to like the inventory window or blueprint library window by specifying an anchor like top/left/right/bottom. It would move with the base game GUI an...
by 321freddy
Tue Mar 26, 2019 1:18 pm
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 34
Views: 9677

Re: [0.17] Even Distribution

When I'm doing 'Shift + C', How can I ignore construction robot from distribution? I wanna know exact syntax for mod setting(per player). It's currently only possible ignore entities(=buildings, not items) for distribution. You can prevent distribution to roboports by adding roboport to the ignored...
by 321freddy
Thu Feb 28, 2019 7:01 pm
Forum: Implemented mod requests
Topic: Change time_to_live of highlight-box
Replies: 1
Views: 203

Change time_to_live of highlight-box

Please allow changing LuaEntity::time_to_live of the "highlight-box" entity after it has been created. Currently only supported for ghosts and combat robots.

Thanks in advance :)
by 321freddy
Sat Oct 20, 2018 2:09 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

dan wrote:
Thu Oct 18, 2018 10:09 pm
Now I just chose the icon of the steel furnace and immediately after that there was an error
Image
I tried to reproduce it, but no crashes on my side. If you can send me your save file (PM) I might be able to fix it.
by 321freddy
Wed Oct 17, 2018 1:17 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

Bug report. Repeated twice https://www.dropbox.com/s/k5mfmbszh4v5ndf/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202018-10-16%2007.57.39.png?dl=0 Can you explain your steps to reproduce the error? (you can also post the save file if needed) Please tell me your mod and factorio version aswell. ...
by 321freddy
Sun Aug 05, 2018 7:53 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

Fixed missing translation for version 0.2.4

Thanks for the detailed report :D
by 321freddy
Mon Jul 16, 2018 8:37 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

I found that Attach Notes and Omni's mods is incompatible but only affect the recipe names. Could it be fixed? I love to use Attach Notes but i hate to see the code name in game. Omni's mods: https://mods.factorio.com/user/EmperorZelos How is this bug related to Attach Notes? Is the picture a scree...
by 321freddy
Thu Jun 21, 2018 5:04 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

FerrariMAF wrote:Hi, I´m getting this error on load:
https://www.dropbox.com/s/a1o5p0r0ciyve ... e.png?dl=0

Version 0.16.51
Hey, I couldn't reproduce the error, but I made a small fix based on what I guess is going wrong, so please update the mod and tell me if it still crashes. Thanks for the report.
by 321freddy
Mon Jun 18, 2018 3:30 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

Fixed it in version 0.2.2

Thanks for the report.
by 321freddy
Wed Jun 13, 2018 6:48 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

adsarelies wrote:How do I make sign posts?
First research the signpost technology (red science), then you should be able to craft it.
by 321freddy
Mon Jun 11, 2018 7:12 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

No idea, what mod do you mean? The GUIs should be fully separate, may be a factorio bug. Exact error messages are always helpful. It might still be in one of the factorio logs.
by 321freddy
Tue May 22, 2018 8:26 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

Your milage may vary -- whole surface /c for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}) do note.destroy() end --near player /c local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}, a...
by 321freddy
Mon May 21, 2018 1:39 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

I tried reproducing it and the platforms mod seems to very buggy in general when it comes to removing platforms. It is probably some conflict between the mods, whch is hard to resolve because I don't know how the platforms mod works. If you still have a save without buggy notes, remove all notes man...
by 321freddy
Mon May 21, 2018 12:53 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

Is it possible to clear notes? Some deconstructed things left their notes behind on the ground, but the notes aren't attached to any object I can remove, now. Thanks. Hmm that shouldn't actually happen, what entity did you attach the note to? Also a mod list would be useful. I could add a command t...
by 321freddy
Mon Apr 09, 2018 8:03 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 4566

Re: [0.16] Attach Notes - to blueprints and entities

this mod crashes the gaqme back to main menu. I need the exact error message or the log file (which should contain the error msg) otherwise I can't help. The modding api sadly only allows to create GUIs on the top left with the focus problems you mentioned and I cannot alter the vanilla blueprint G...

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