Search found 25 matches
- Mon Sep 14, 2020 11:58 pm
- Forum: Modding help
- Topic: [Solved]Migrating from an abandoned mod - name changes
- Replies: 3
- Views: 1120
Re: Migrating from an abandoned mod - name changes
migration JSON is what I needed. It is working now. Thanks!
- Mon Sep 14, 2020 10:43 pm
- Forum: Modding help
- Topic: [Solved]Migrating from an abandoned mod - name changes
- Replies: 3
- Views: 1120
Re: Migrating from an abandoned mod - name changes
Thanks. That is what I thought. I tried migration but the code didn't seems to even run. Will try it again, I might of missed something.
For the 'info', I mean the technologies, recipies, etc.
And yes, I did add the '!' dependency. That works nicely.
For the 'info', I mean the technologies, recipies, etc.
And yes, I did add the '!' dependency. That works nicely.
- Mon Sep 14, 2020 1:43 am
- Forum: Modding help
- Topic: [Solved]Migrating from an abandoned mod - name changes
- Replies: 3
- Views: 1120
[Solved]Migrating from an abandoned mod - name changes
I am currently writing a mod that replaces an abandoned mod. In the new mod some technology, recipe, entity and item names are changed. I did this since there was no consistency and made it harder to write generic code. I want to migrate existing saved games but can't find any information on this. I...
- Sun Sep 06, 2020 7:59 pm
- Forum: Modding help
- Topic: Adding common GUI elements
- Replies: 2
- Views: 1070
Re: Adding common GUI elements
Thanks! I'm reading it now and definitely where I want to go!
Also love the library that it suggests, will make updating the UI much faster.
Also love the library that it suggests, will make updating the UI much faster.
- Sun Sep 06, 2020 5:57 pm
- Forum: Modding help
- Topic: Adding common GUI elements
- Replies: 2
- Views: 1070
Adding common GUI elements
I am probably missing something obvious but my searches haven't helped me. I am working on updating the GUI for my mod and wants to add some 'common' elements. The elements I want to add to my GUI are the 'Logistic Netowork' and 'close' button found in the inserter's GUI. modq.png Is there any examp...
- Tue May 21, 2019 12:26 am
- Forum: Implemented mod requests
- Topic: Expose Switch GUI element to mods
- Replies: 1
- Views: 1004
Expose Switch GUI element to mods
I am working on a mod that implements a custom GUI for some inserters. I want my interface to look like it was added it instead of a completely different beast. For filter insterers, there is a switch for "Whitelist / blacklist". that GUI element is not exposed to mod via the LuaGuiElement...
- Fri Dec 28, 2018 3:24 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176659
Re: Friday Facts #275 - 0.17 Science changes
As a rule, I don't do direct insertion. I prefere main bus/rail world. And I try to limit bots to keep them to upgrades and cleanup. Logistic bots are useful to back feed during upgrades and with the crafting combinator mod. Then you are choosing to limit your choices, which is off course your righ...
- Fri Dec 28, 2018 3:19 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176659
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
- Fri Dec 28, 2018 2:59 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176659
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
- Sun Dec 23, 2018 2:41 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20547
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 Have you heard back from the Devs? I notic...
- Wed Dec 12, 2018 2:36 am
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20547
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 Well, it's a start! Looking forward to see...
- Sat Dec 08, 2018 9:23 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20547
Re: Hermios trains
I have a strange bug for you. When I load a game, all circuit connections to the rail pole are lost. I don't know if there is a mod conflict, I use 20+ mods. this brakes all functionality for me. Save game attached. final2018.zip Dropbox version: https://www.dropbox.com/s/6v7gpvlnwkge7be/final2018.z...
- Fri Aug 25, 2017 4:28 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 53896
Re: Friday Facts #205 - Teaching the things that everybody knows
You are also assuming everyone know what the colours mean (or can even distinguish them) What does red ream? Is is missing, or is the dependency too old / wrong version. What about orange? Use of colour is fine but you gotta add a bit more. Say what is wrong. There are also tooltips on the dependen...
- Fri Aug 25, 2017 4:22 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 53896
Re: Friday Facts #205 - Teaching the things that everybody knows
You are also assuming everyone know what the colours mean (or can even distinguish them)
What does red ream? Is is missing, or is the dependency too old / wrong version.
What about orange?
Use of colour is fine but you gotta add a bit more. Say what is wrong.
What does red ream? Is is missing, or is the dependency too old / wrong version.
What about orange?
Use of colour is fine but you gotta add a bit more. Say what is wrong.
- Sat May 13, 2017 1:20 am
- Forum: Ideas and Suggestions
- Topic: [0.15]Set Filter on Filter Inserters makes bad choice
- Replies: 3
- Views: 1606
Re: [0.15]Set Filter on Filter Inserters makes bad choice
I disagree. Having something choose based on some internal id makes it non-obvious and a bug. the player has no control and must create significantly more complicated logic to filter out things.Rseding91 wrote:That's a feature suggestion not a bug.
- Sat May 13, 2017 12:23 am
- Forum: Ideas and Suggestions
- Topic: [0.15]Set Filter on Filter Inserters makes bad choice
- Replies: 3
- Views: 1606
[0.15]Set Filter on Filter Inserters makes bad choice
When using filter inserters, the way it chooses what to filter is not helpfull. It is basing itself on the object's order in the screen instead of the highest number. Example as per image below, Iron is to the left of Copper and thus will always choose Iron. I assume it's because iron has a lower id...
- Sat Sep 10, 2016 12:54 pm
- Forum: Mods
- Topic: [0.13.x] Eternal Blueprints 0.2
- Replies: 9
- Views: 6438
Re: [0.13.x] Eternal Blueprints 0.2
Dang. Ghost are the results of blueprints. That is what my mod modifies.steinio wrote:From viewtopic.php?f=3&t=27101 - Changes.Ghosts created by player no longer expire and can be placed before researching any technologies.
Thought ghost == blueprint.
Greetings steinio
- Fri Sep 09, 2016 7:43 pm
- Forum: Mods
- Topic: [0.13.x] Eternal Blueprints 0.2
- Replies: 9
- Views: 6438
Re: [0.13.x] Eternal Blueprints 0.2
I don't know. I just restarted playing and updated my mod.steinio wrote:If i remember right the blueprints are eternal in 0.13 vanilla.
I did check the upload logs for 13.x and found nothing. But I could be wrong.
- Fri Sep 09, 2016 6:57 pm
- Forum: Mods
- Topic: [0.13.x] Eternal Blueprints 0.2
- Replies: 9
- Views: 6438
Re: [0.12.x] Eternal Blueprints 0.1
I would like to offer a suggestion on balance. I think that it would be much better if the blueprint upgrades would be as follows; Lv1: Default (10 minutes?) Lv2: 2x (20 minutes?) Lv3: 3x (60 minutes?) Lv4: 4x (4 hours?) Lv5: 6x (24 hours?) With this, you get a full 24 hours at level 5, which is &q...
- Sat Apr 02, 2016 2:01 pm
- Forum: Mods
- Topic: [0.13.x] Eternal Blueprints 0.2
- Replies: 9
- Views: 6438
[0.13.x] Eternal Blueprints 0.2
Eternal Blueprints Info: Allows to extend the life of in-game blueprints up 1 month long. Blueprint life is retro-active to already placed blueprints. Name: EternalBlueprints Latest Release: v0.0.2, Sept 9th, 2016 Factorio Version: 0.13.x Download: Download from Github License: GPL3 Dependencies: N...