Search found 125 matches
- Sun Dec 20, 2020 1:34 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 48867
Re: [0.17] Even Distribution
Fixed in the next version. Took me a while to find that one, but thanks for the save file, helped a lot .
- Sat Oct 19, 2019 9:19 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 48867
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...
- 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: 2217
[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...
- Fri May 03, 2019 9:27 pm
- Forum: Modding help
- Topic: Help with this code
- Replies: 4
- Views: 1638
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-whe...
- Fri May 03, 2019 4:35 pm
- Forum: Won't implement
- Topic: Configure length of programmable speaker alert message
- Replies: 5
- Views: 4032
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...
- Fri May 03, 2019 10:56 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 48867
Re: [0.17] Even Distribution
Thanks for the report It's now fixed in version 0.3.7WkdPanda 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
- Wed May 01, 2019 9:32 am
- Forum: Implemented mod requests
- Topic: Draggable GUIs
- Replies: 8
- Views: 3325
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 ...
- Tue Mar 26, 2019 1:18 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 48867
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...
- Thu Feb 28, 2019 7:01 pm
- Forum: Implemented mod requests
- Topic: Change time_to_live of highlight-box
- Replies: 1
- Views: 1091
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
Thanks in advance
- Sat Oct 20, 2018 2:09 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
- Wed Oct 17, 2018 1:17 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
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. ...
- Sun Aug 05, 2018 7:53 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
Re: [0.16] Attach Notes - to blueprints and entities
Fixed missing translation for version 0.2.4
Thanks for the detailed report
Thanks for the detailed report
- Mon Jul 16, 2018 8:37 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
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...
- Thu Jun 21, 2018 5:04 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
Re: [0.16] Attach Notes - to blueprints and entities
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.FerrariMAF wrote:Hi, I´m getting this error on load:
https://www.dropbox.com/s/a1o5p0r0ciyve ... e.png?dl=0
Version 0.16.51
- Mon Jun 18, 2018 3:30 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
Re: [0.16] Attach Notes - to blueprints and entities
Fixed it in version 0.2.2
Thanks for the report.
Thanks for the report.
- Wed Jun 13, 2018 6:48 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
Re: [0.16] Attach Notes - to blueprints and entities
First research the signpost technology (red science), then you should be able to craft it.adsarelies wrote:How do I make sign posts?
- Mon Jun 11, 2018 7:12 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
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.
- Tue May 22, 2018 8:26 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
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...
- Mon May 21, 2018 1:39 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
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...
- Mon May 21, 2018 12:53 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 19568
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...