Search found 23 matches
- 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?
- 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?
- 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?
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?
- 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...
- Thu Jun 08, 2017 8:11 pm
- Forum: Modding help
- Topic: Modular machines
- Replies: 7
- Views: 4049
Re: Modular machines
Don't think you understood what I'm aiming for with this. Beacons are totally different than what I just described.darkfrei wrote:This core is beacon.
- 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 ...
- 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.
- 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.
- 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.
- 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:
Also using mods:
- Fabrication
- Factorissimo2
- 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...
- 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...
- 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
Quarry mod
- 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?
- 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!
Still fairly new to modding, thanks for the help!
- 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.
- 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?
- 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
I realized that after I had posted this, along with the nuclear fuel reprocessing bug. :pRseding91 wrote:(0.15.4 is currently running release).
- 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...
- 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
http://imgur.com/a/ri5zb