perfect thank you!
I'll send out an update tomorrow with the new code
Search found 11 matches
- Wed Jan 09, 2019 2:56 am
- Forum: Modding help
- Topic: silo_script causing server problems?
- Replies: 4
- Views: 2505
- Mon Jan 07, 2019 11:42 pm
- Forum: Modding help
- Topic: silo_script causing server problems?
- Replies: 4
- Views: 2505
silo_script causing server problems?
I made the Expanded Rocket payload mod https://mods.factorio.com/mod/expanded-rocket-payloads I have gotten a bug pop up from one of the users of my mod https://mods.factorio.com/mod/expanded-rocket-payloads/discussion/5be763f1ce17a4000b5871c0 They say: Once I shot my first one into space, the serve...
- Wed Sep 26, 2018 11:43 pm
- Forum: Modding help
- Topic: Help with Control.lua Re: Rocket Launch
- Replies: 11
- Views: 3451
Re: Help with Control.lua Re: Rocket Launch
Ok so I think I have managed to kill the message, here is what I did. script.on_event(defines.events.on_rocket_launched, function(event) local rocket = event.rocket if rocket.get_item_count("satellite") < 1 then remote.call("silo_script", "set_show_launched_without_satellite...
- Wed Sep 26, 2018 10:50 am
- Forum: Modding help
- Topic: Help with Control.lua Re: Rocket Launch
- Replies: 11
- Views: 3451
Re: Help with Control.lua Re: Rocket Launch
Dang that still doesn't work for me Here is what I have script.on_event(defines.events.on_tick, disable_no_satellite_launch_message) local function disable_no_satellite_launch_message() if remote.interfaces["silo_script"] then remote.call("silo_script", "set_show_launched_wi...
- Wed Sep 26, 2018 1:05 am
- Forum: Modding help
- Topic: Help with Control.lua Re: Rocket Launch
- Replies: 11
- Views: 3451
Re: Help with Control.lua Re: Rocket Launch
Still having problems, I have 1 save where there are no warning messages ever even if I reduce the enabled mods down to my own (i think some other mods disabled the messages). Then I have another older save I added my mod to and that is what I have been using as the control which gets the warning me...
- Tue Sep 25, 2018 11:34 pm
- Forum: Modding help
- Topic: Help with Control.lua Re: Rocket Launch
- Replies: 11
- Views: 3451
Re: Help with Control.lua Re: Rocket Launch
changed to
still not working for me :/
Code: Select all
local function disable_no_satellite_launch_message()
if remote.interfaces["silo_script"] then
remote.call("silo_script", "set_show_launched_without_satellite", false)
end
end
- Tue Sep 25, 2018 9:52 pm
- Forum: Modding help
- Topic: Help with Control.lua Re: Rocket Launch
- Replies: 11
- Views: 3451
Help with Control.lua Re: Rocket Launch
Hello i recently released a mod that adds new payloads for the rocket silo, I have run into a problem with the control.lua in that I can't disable the 'launched without rocket' message (https://i.imgur.com/kOuOFLi.jpg). (mod: https://mods.factorio.com/mod/expanded-rocket-payloads) I have tried sever...
- Sat Sep 01, 2018 4:29 pm
- Forum: Modding help
- Topic: Help with making an entity non-rotateble
- Replies: 4
- Views: 1951
Re: Help with making an entity non-rotateble
It worked, thank you both!
- Sat Sep 01, 2018 3:59 pm
- Forum: Modding help
- Topic: Help with making an entity non-rotateble
- Replies: 4
- Views: 1951
Help with making an entity non-rotateble
Hello I am making a mod and I am having trouble with one item in the code specifically, this one https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.rotatable I want to make my entity non-rotatable because its not square and the collision box gets funny (https://i.imgur.com/dOdGQjc.jpg), bu...
- Sun Dec 24, 2017 3:08 am
- Forum: Duplicates
- Topic: [0.16.7] Sideloading belts not rendering in Blueprints
- Replies: 1
- Views: 964
[0.16.7] Sideloading belts not rendering in Blueprints
I was trying to duplicate my train offloading setup when I noticed one of the belts wasn't rendering. Its fine in the blueprint editor screen, but when I try to place it in the world it bugs out. Here is an album of the bug, you can see the belt being sideloaded after the three splitters is missing ...
- Sun May 28, 2017 7:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.16] [Harkonnen] Deconstruction Planner bug on exiting map-mode
- Replies: 1
- Views: 2190
[15.16] [Harkonnen] Deconstruction Planner bug on exiting map-mode
I am not 100% Sure this is a bug but it confused the heck out of me and someone on reddit recommended I report it. If you have the deconstruction planner out and are selecting an area to be cleared out in map-mode and you exit map-mode the deconstruction planner will remain tethered to its original ...