Search found 96 matches
- Wed May 03, 2017 7:56 am
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
/c for i, p in pairs(game.players) do if p.gui.left.mod_gui_flow and p.gui.left.mod_gui_flow.mod_gui_button_flow and p.gui.left.mod_gui_flow.mod_gui_button_flow.shuttle_lite_button then p.gui.left.mod_gui_flow.mod_gui_button_flow.shuttle_lite_button.destroy() end end
- Tue May 02, 2017 10:47 pm
- Forum: Modding interface requests
- Topic: LuaGameScript:get_entity_by_unit_number()
- Replies: 4
- Views: 1382
LuaGameScript:get_entity_by_unit_number()
Is there any particular reason why we are unable to get a LuaEntity from a unit_number (which would obviously fail silently for not-existing ones)?
- Tue May 02, 2017 9:08 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
Hello! I added shuttle train lite to an already existing .15 MP server, it started causing instant desyncs when the second player connected. Removed the mod and the problem went away.. Not sure exactly what the cause is unfortunately but the mod seems to have triggered it. Thank you, unfortunately ...
- Tue May 02, 2017 6:40 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
Hi, having some problems with Shuttle train Lite, using /reset command did make it show the correct names the only problem is it only shows 1 page of stations and the <- -> arrow keys are gone, when removing the mod the top-left icon is still there with the following message: "Unknown key:&quo...
- Tue May 02, 2017 4:46 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
Added a new mod now: https://mods.factorio.com/mods/folk/fol ... equipment/
It's very strange.
It's very strange.
I have not forgot about the Text Plates thing.Shenpen wrote:I know that I would have a lot of use for such a thing.folk wrote:That's a good question, I will investigate perhaps later tonight or tomorrow
- Tue May 02, 2017 4:43 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 68624
Re: [0.15] Mod setting/config interface - give your input
It's if you want to explicitly override the localized name or description, or you want to use some other key than [mod-setting-name/description].setting-name.
You could for example use the same l10n string for an item/recipe/whatever and the setting.
You could for example use the same l10n string for an item/recipe/whatever and the setting.
- Tue May 02, 2017 9:49 am
- Forum: Modding discussion
- Topic: [Library] lib-reset v1
- Replies: 0
- Views: 680
[Library] lib-reset v1
Hi, I wanted to register a command in one of my addons to essentially do a complete reset of all its data, because I was a tard and released the addon before the internal data structures were managed correctly. And I figured why not make it something that other addons can piggyback on, just because ...
- Tue May 02, 2017 9:49 am
- Forum: Modding discussion
- Topic: [Library] lib-events v1
- Replies: 0
- Views: 736
[Library] lib-events v1
So while making lib-reset , zx64 lamented that we can't use strings as event IDs, and so I tried to make this library just for fun - and I can't find any faults with it. Please refrain from releasing your own version of this library under the same name (though obviously the license allows you to do ...
- Sun Apr 30, 2017 10:25 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
Well you beat me to it! To make your grids work with farl just modifiy the farl grid, https://github.com/Nexela/Shuttle-Train/blob/2.0.0/data-final-fixes.lua Also please allow a hotkey to find closest station (or the one selected) for calling a shuttle too Done and done! Thank you for the awesome ....
- Sun Apr 30, 2017 9:16 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
If you want it to work with FARL please just use another mod that adds grids, like https://mods.factorio.com/mods/Optera/VehicleGrid
- Sun Apr 30, 2017 8:32 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
Okay, I will make it work with FARL.
- Sun Apr 30, 2017 7:59 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
Can you try 0.1.3, please?
If it doesn't work then, I will need a list of your addons.
If you give me that list, I will fix it.
If it doesn't work then, I will need a list of your addons.
If you give me that list, I will fix it.
- Sun Apr 30, 2017 1:36 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
Re: [0.15] Folks Factorio Fabrications
That's a good question, I will investigate perhaps later tonight or tomorrow
- Sun Apr 30, 2017 11:23 am
- Forum: Not a bug
- Topic: [0.15.4] on_player_driving_changed_state does not trigger
- Replies: 3
- Views: 1152
Re: [0.15.4] on_player_driving_changed_state does not trigger
Alright, thank you! It might be worth mentioning this in the API docs, but it could also just be that it's self-evident to everyone but me, since this "issue" hasn't been raised on the forums before as far as my search could find.
- Sun Apr 30, 2017 12:22 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: I made a calculator for all you OCD planners out there
- Replies: 53
- Views: 71603
Re: I made a calculator for all you OCD planners out there
Most certainly, have at it
- Sun Apr 30, 2017 12:21 am
- Forum: Not a bug
- Topic: [0.15.4] on_player_driving_changed_state does not trigger
- Replies: 3
- Views: 1152
Re: [0.15.4] on_player_driving_changed_state does not trigger
It seems to be "broken" in 0.15.3 as well. I can test 0.14 tomorrow.
Perhaps it's not broken at all, and it never did trigger when you picked up your current vehicle.
Perhaps it's not broken at all, and it never did trigger when you picked up your current vehicle.
- Sat Apr 29, 2017 11:25 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: I made a calculator for all you OCD planners out there
- Replies: 53
- Views: 71603
Re: I made a calculator for all you OCD planners out there
I can just delete the post if you want. I am not going to update or work on it any further in any case.
- Sat Apr 29, 2017 11:24 pm
- Forum: Not a bug
- Topic: [0.15.4] on_player_driving_changed_state does not trigger
- Replies: 3
- Views: 1152
[0.15.4] on_player_driving_changed_state does not trigger
Hi, I am unsure if this is a bug introduced in 0.15.4 or not, but I think it is; When the player picks up the vehicle they were in (mines it), on_player_driving_changed_state does not trigger at all. If he exits the vehicle using the keybinding, it does. EDIT: Only tested in a singleplayer local game.
- Sat Apr 29, 2017 9:56 am
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 35825
[0.15] Folks Factorio Fabrications
Welcome to Folks Factorio Fabrications (or the "how I learned to stop worrying and finally created a thread"-thread) I've made a few mods , and I don't want to manage one thread for each of them, because they're all quite tiny. So this thread is for all of them, if that's acceptable. And ...
- Fri Apr 28, 2017 8:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Can't hide blueprint/book from manager
- Replies: 1
- Views: 1959
[0.15.3] Can't hide blueprint/book from manager
I've made this mod some time ago; https://mods.factorio.com/mods/folk/mydecals In it, I create two custom types of items; a blueprint book, and a blueprint item. These both have the "hidden" flag set, and they also have enabled=false in the prototype: { type = "blueprint-book", n...