Search found 23 matches

by FuzzCat927
Mon Sep 25, 2017 8:03 pm
Forum: Modding help
Topic: Mining productivity research for assemblers?
Replies: 2
Views: 1562

Re: Mining productivity research for assemblers?

Could you try to make it possible in 0.16?
by FuzzCat927
Mon Sep 25, 2017 4:14 pm
Forum: Modding help
Topic: Mining productivity research for assemblers?
Replies: 2
Views: 1562

Mining productivity research for assemblers?

Is there a way to hook an assembler-type entity to the built-in research, or would I have to make a separate research?
by FuzzCat927
Sat Jun 10, 2017 4:09 pm
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 4049

Re: Modular machines

Didn't think about not being able to detect when a player takes an item from an inventory.
Perhaps detecting any change in the player's inventory would run a function to "move it back", given that there's a module that shouldn't be in a player's inventory?
by FuzzCat927
Fri Jun 09, 2017 3:47 pm
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 4049

Re: Modular machines

There are basically two parts, one is, I'd say of medium difficulty, and the other is very hard. First (medium): Detecting whether certain entities are next to each other in a certain configuration and then replacing them by a "completed structure" entity is not hard. Second(the hard part...
by FuzzCat927
Thu Jun 08, 2017 8:11 pm
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 4049

Re: Modular machines

darkfrei wrote:This core is beacon.
Don't think you understood what I'm aiming for with this. Beacons are totally different than what I just described.
by FuzzCat927
Thu Jun 08, 2017 5:11 pm
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 4049

Modular machines

I'm wanting to make a mod that adds modular machines that function similar to multi-block structures in minecraft mods-- eg Colossal Chests or Blood Magic mods. My goal is to replace every machine, furnace, assembler, etc (except for maybe belts) with multi-entity structures. These structures would ...
by FuzzCat927
Fri May 26, 2017 7:01 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 30904

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.1

Sorry. I didn't understand your reply at first. Thanks for clarifying.
by FuzzCat927
Fri May 26, 2017 12:56 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 30904

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.0

No. I changed that and it fixed your mod. The crash was in your mod and not mine. If it doesn't cause a crash without the fabrication mod, I'm not sure why.
by FuzzCat927
Fri May 26, 2017 12:55 pm
Forum: Ideas and Requests For Mods
Topic: Manual trains stop at signals.
Replies: 8
Views: 4266

Re: Manual trains stop at signals.

Not sure if that's possible, even with a mod.
by FuzzCat927
Fri May 26, 2017 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.4] crash on setting signal for decider combinator
Replies: 5
Views: 2331

[0.15.4] crash on setting signal for decider combinator

Was using sandbox custom scenario, if that helps.
Also using mods:
  • Fabrication
  • Factorissimo2
If this isn't a problem with vanilla factorio, it's one of those mods.
by FuzzCat927
Thu May 25, 2017 9:44 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 30904

Re: [MOD 0.15.x] KenirasRandomRecipes 1.0.0

EDIT: -- if an item has normal and expensive recipes, randomize both. if item.normal and item.expensive then item_recipes = { item.normal, item.expensive, } else item_recipes = { item, } end should be -- if an item has normal and expensive recipes, randomize both. if item.normal and item.expensive t...
by FuzzCat927
Thu May 25, 2017 4:43 pm
Forum: Ideas and Requests For Mods
Topic: Procedural recepies
Replies: 12
Views: 4999

Re: Procedural recepies

Making it different every time is also possible with use of random, however, since recipes are created on loading the game itself, then you won't be able to use savegames, because the recipes will be different each time you start the game up, and therefore won't match what is in the save game. What...
by FuzzCat927
Thu May 25, 2017 4:41 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Quarry Drill
Replies: 17
Views: 11097

Re: [Request] Quarry Drill

bit late on this, but I wrote my own from scratch.
Quarry mod
by FuzzCat927
Thu May 25, 2017 4:34 pm
Forum: Ideas and Requests For Mods
Topic: Manual trains stop at signals.
Replies: 8
Views: 4266

Re: Manual trains stop at signals.

Try hooking up a gate that outputs a circuit network signal to the rail signal, turning it red when the gate is open. If this isn't what you mean, could you please explain in more detail?
by FuzzCat927
Wed May 24, 2017 1:09 am
Forum: Modding help
Topic: [0.15.12] 'game.player.cheat_mode = true' issue
Replies: 2
Views: 1430

Re: [0.15.12] 'game.player.cheat_mode = true' issue

Thanks for the quick reply, wasn't sure if it was a bug.

Still fairly new to modding, thanks for the help!
by FuzzCat927
Tue May 23, 2017 12:04 pm
Forum: Modding help
Topic: [0.15.12] 'game.player.cheat_mode = true' issue
Replies: 2
Views: 1430

[0.15.12] 'game.player.cheat_mode = true' issue

I made a mod in which iron (and other resources) can be crafted with oil, but when in cheat mode, anything requiring iron ore would cost oil instead. Not sure if this is a bug, but wanted to report anyway.
20170522172525_1.jpg
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20170522172506_1.jpg (399.21 KiB) Viewed 1430 times
by FuzzCat927
Thu May 11, 2017 8:11 pm
Forum: Multiplayer
Topic: Help, Desync since Version .15.9
Replies: 2
Views: 1398

Re: Help, Desync since Version .15.9

There's a way to downgrade through steam. Instead of opting into 0.15.x via steam, just opt into a previous version?
by FuzzCat927
Sun Apr 30, 2017 11:56 am
Forum: Resolved Problems and Bugs
Topic: [15.3] Crash while changing trash slots bonus on: "InventoryGuiSlot::getID"
Replies: 2
Views: 3193

Re: [0.15.3] Crashed while changing character trash slots bonus

Rseding91 wrote:(0.15.4 is currently running release).
I realized that after I had posted this, along with the nuclear fuel reprocessing bug. :p
by FuzzCat927
Sat Apr 29, 2017 3:22 pm
Forum: Resolved Problems and Bugs
Topic: [15.3] Crash while changing trash slots bonus on: "InventoryGuiSlot::getID"
Replies: 2
Views: 3193

[15.3] Crash while changing trash slots bonus on: "InventoryGuiSlot::getID"

I was playing in a "creative-type" world and using scripts to get things done faster.. Changed the game.player.character_trash_slot_count_bonus and crashed. 0.002 2017-04-29 09:35:50; Factorio 0.15.3 (build 29201, win64, steam) 0.002 Operating system: Windows 7 Service Pack 1 0.002 Program...
by FuzzCat927
Sat Apr 29, 2017 2:28 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [0.15.3] Nuclear fuel reprocessing recipe error
Replies: 1
Views: 3137

[Klonan] [0.15.3] Nuclear fuel reprocessing recipe error

Nuclear fuel reprocessing can be used to calculate the amount of uranium-238 needed to craft things requiring uranium-238, such as the kovarex enrichment process
http://imgur.com/a/ri5zb

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