Search found 97 matches

by IngoKnieto
Sun Jul 21, 2019 3:05 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

Is it possible to cool 4 connected reactors with ECCS with core temp>900 and no load (no boilers) ? Even with auto-SCRAMing at 950C they manage to melt pretty fast, what am I doing wrong? Setup: https://i.imgur.com/j82a4zb.jpg Pretty much same results with 1 cooling tower. Pumps water into reactor ...
by IngoKnieto
Sun Jul 07, 2019 11:56 am
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 269

Re: Functions within tables (LUA-Question)

Yeah, I'm beginning to understand that the object-oriented approach to LUA is maybe not the best idea. I am doing this just for the fun of it, but I think I'll put the bigger part of my functions outside of metatables. Worth mentioning here is probably also this: https://lua-api.factorio.com/latest/...
by IngoKnieto
Sat Jul 06, 2019 8:00 pm
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 269

Re: Functions within tables (LUA-Question)

I just thought it would be neat to pack it into the table. Well, yea, maybe. But you're not creating one function (from what i understand) you're creating an extra copy of the function for every table element (i.e. wasting memory). Also debugging code when there's a function stored in the savegame ...
by IngoKnieto
Sat Jul 06, 2019 4:40 pm
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 269

Re: Functions within tables (LUA-Question)

Thank you! Both your examples work.
And I like the second one a little better as it is closer to what I was expecting :)
by IngoKnieto
Sat Jul 06, 2019 3:38 pm
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 269

Re: Functions within tables (LUA-Question)

The sum function is just a simplified example, the actual function I want to build is more complicated. And of course I can store the function somewhere else, I just thought it would be neat to pack it into the table. So if I understand your first code example correct, it should work like this? loca...
by IngoKnieto
Sat Jul 06, 2019 2:51 pm
Forum: Modding help
Topic: Functions within tables (LUA-Question)
Replies: 12
Views: 269

Functions within tables (LUA-Question)

Hi everybody, this is probably more a LUA then a factorio question, but I hope I'm still in the right place here... I want to store a function in a table and access other values in the table from within that function. See this example: In the on_entity_build event I create a table with the entity an...
by IngoKnieto
Wed Jun 19, 2019 6:24 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
by IngoKnieto
Wed Jun 19, 2019 5:59 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 1849

Re: [Poll] 0.17 Quickbar

+ 1 for a wider quickbar for a better fit to wide screens
Also a section for last used and last crafted items would be nice.

Voted usable ;)
by IngoKnieto
Tue Jun 18, 2019 9:06 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: cells.png deuterium.png Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories...
by IngoKnieto
Mon Jun 17, 2019 6:28 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

I'm aware my post may be beyond the scope of this mods intent, but given I haven't played in some time I noticed that Bob has added new reactors which undermine this one by quite a fair bit from what I've glanced at. It also prohibits thorium fuel being used in your reactors as well. I was wonderin...
by IngoKnieto
Mon Jun 17, 2019 5:38 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

Also today I was dumbfounded what is happening in my ECS setup, after some troubleshooting I believe there is cross-leaking between two adjacent cooling towers in the middle of my setup, even though their inputs and outputs mismatch. I hope following video illustrate it clearly: https://youtu.be/b0...
by IngoKnieto
Sat Jun 15, 2019 6:58 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

Also today I was dumbfounded what is happening in my ECS setup, after some troubleshooting I believe there is cross-leaking between two adjacent cooling towers in the middle of my setup, even though their inputs and outputs mismatch. I hope following video illustrate it clearly: https://youtu.be/b0...
by IngoKnieto
Tue May 07, 2019 5:54 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

In case you're not checking your Github page, here's link for issue I found when using factorio.zone: https://github.com/IngoKnieto/factorio-realistic-reactors/issues/5 I actually don't check the Github page anymore ;) The cause of the error seems to be the function that "listens" for the connect r...
by IngoKnieto
Mon Mar 04, 2019 7:40 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 13158

Re: [0.15] Folks Factorio Fabrications

And for " stop that silly robot " you just have to update the version number in the info.json, the mod still seems to be compatible with v 0.17. This is how info.json should look: { "name": "folk-stopthat", "version": "0.1.4", "title": "Stop That, Silly Robot!", "description": "Deactivates personal ...
by IngoKnieto
Fri Oct 19, 2018 9:42 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

I get the following error when I insert fuel into a reactor: Error while running event RealisticReactors::on_tick (ID 0) __RealisticReactors__/control.lua:898: bad argument #-1 to 'insert' (string expected, got table) Also ran into an issue when deconstructing some uranium miner blueprint I had pla...
by IngoKnieto
Wed Oct 10, 2018 9:13 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

... Namely, I can't get the temp to go over 522. I have 4 reactors and the bonus says it's 4. Less than half of my turbines are running now. What am I doing wrong? I don't see it exactly in your screenshot, but you probably need to stop the water supply to the heat exchangers, until your reactors h...
by IngoKnieto
Fri Sep 21, 2018 8:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

Hey everybody - we have just posted a major update of this mod in the mod portal:
https://mods.factorio.com/mod/RealisticReactors

Also the the first post for more details on the new functions...
by IngoKnieto
Mon Sep 17, 2018 4:40 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 206
Views: 26276

Re: [MOD 0.16] Realistic Reactors

I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks! The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the running st...
by IngoKnieto
Sun Sep 16, 2018 10:00 pm
Forum: Modding help
Topic: Poison cloud damage - no trees
Replies: 1
Views: 150

Re: Poison cloud damage - no trees

Code: Select all

entity_flags = {"breaths-air"},
forces = {"ally","enemy"},
This does the trick :)
by IngoKnieto
Sun Sep 16, 2018 8:39 pm
Forum: Modding help
Topic: Poison cloud damage - no trees
Replies: 1
Views: 150

Poison cloud damage - no trees

Does anybody know how to make a poison cloud, that doesn't damage trees? I would like to make one, that only damages worms, biters and players, but I can't find the right combination of entity_flags and forces. action = { type = "direct", action_delivery = { type = "instant", target_effects = { type...

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