Search found 92 matches

by robertpaulson
Wed Feb 27, 2019 7:25 am
Forum: Modding help
Topic: order of control scripts
Replies: 2
Views: 124

Re: order of control scripts

thanks it worked, i was under impression that this only works for data
by robertpaulson
Wed Feb 27, 2019 12:30 am
Forum: Modding help
Topic: order of control scripts
Replies: 2
Views: 124

order of control scripts

hi I ran into an issue where I have two mods interacting but would like to reverse the order of the control scripts for them. to my knowledge the only way of doing that is to rename one mod, but that will yield my save files (180h) unusable... is there any way of either doing that without renaming, ...
by robertpaulson
Mon Dec 03, 2018 11:54 pm
Forum: Modding help
Topic: Can't use productivity modules with my 'intermediate-products"
Replies: 2
Views: 358

Can't use productivity modules with my 'intermediate-products"

Hi. I ran into some glitch with my mod and I'm not sure how to solve it: I cannot use productivity modules on any of my items/liquids regardless of them being in subgroup = "intermediate-product". I looked through vanilla item/recipe files and I cannot find anything that would relate to this. Any id...
by robertpaulson
Sun Nov 25, 2018 10:23 pm
Forum: Modding help
Topic: circuit_connector_definitions and led_light_offset
Replies: 3
Views: 269

Re: circuit_connector_definitions and led_light_offset

thanks a ton, this is going to be very useful

this is the problem;

["fast-inserter"] = {
circuit_connector_sprites = nil,

-cheers ;)
by robertpaulson
Sun Nov 25, 2018 9:02 pm
Forum: Modding help
Topic: circuit_connector_definitions and led_light_offset
Replies: 3
Views: 269

circuit_connector_definitions and led_light_offset

hi. i am having hard time finding where this entry got moved... it doesn't look like it is still within the sprites table, its part of the return of make_circuit_connector_sprites, but i am not sure where exactly that gets assigned to.... i tried; local sprite = table.deepcopy(circuit_connector_defi...
by robertpaulson
Sun Nov 11, 2018 12:59 am
Forum: Gameplay Help
Topic: requester chest/inserter interaction
Replies: 5
Views: 491

Re: requester chest/inserter interaction

For each of the 7 science packs, request 2147483600 in the constant combinator. nono, im talking about the chest is set to request 9 packs, but at this particular instance it requests 7 since all 7 are below the count threshold.... The inserter can only select 5 at a time, but it will get all of th...
by robertpaulson
Sun Nov 11, 2018 12:38 am
Forum: Gameplay Help
Topic: requester chest/inserter interaction
Replies: 5
Views: 491

Re: requester chest/inserter interaction

First, solve this math problem: X = 2147483648 - items needed. Connect a constant combinator to the chest and filter inserter. Set item = X in the constant combinator for each item you want. Change the inserter mode to "set filter". Thanks to the magic of integer overflow, the item count will overf...
by robertpaulson
Sat Nov 10, 2018 8:56 pm
Forum: Gameplay Help
Topic: requester chest/inserter interaction
Replies: 5
Views: 491

requester chest/inserter interaction

hi. i am wondering if there is a way of reproducing the relationship of inserter-assembling machine or inserter-lab for; inserter-chest or inserter-requester chest what i am talking about is if i have variety of items on a belt, the inserter will only pick up w/e lab currently needs, however this in...
by robertpaulson
Sat Nov 10, 2018 7:40 pm
Forum: Modding help
Topic: smart/filter inserter filter slots ('filter_count') >5
Replies: 6
Views: 401

Re: smart/filter inserter filter slots ('filter_count') >5

Bilka wrote:
Sat Nov 10, 2018 7:37 pm
The limit to 5 filters is enforced in the C++ part of the game. You cannot override the limit.
ooooof ok, thanks for the heads up, and VERY quick response!

back to the drawing board of my circuit network then!
by robertpaulson
Sat Nov 10, 2018 7:31 pm
Forum: Modding help
Topic: smart/filter inserter filter slots ('filter_count') >5
Replies: 6
Views: 401

smart/filter inserter filter slots ('filter_count') >5

hi. Is it possible to have more than 5 filter slots for these? is there a mod that handles it? all mods i came across deal with the 0-5 range. i tried looking for the string of the exception that is thrown (it is a custom string) when the 'filter_count' is set to >5 in all game files but could not f...
by robertpaulson
Sun Nov 04, 2018 7:12 am
Forum: Modding help
Topic: accessing global table from outside of the mod
Replies: 4
Views: 368

Re: accessing global table from outside of the mod

Mods are sandboxed, the only way to access the global table is to use the mod's remote interface (if the mod provides it). remote.add_interface("my-mod-interface", { get_global = function(key) return global[key] end, set_global = function(key, value) global[key] = value end }) local count = remote....
by robertpaulson
Sun Nov 04, 2018 4:55 am
Forum: Modding help
Topic: accessing global table from outside of the mod
Replies: 4
Views: 368

accessing global table from outside of the mod

hi.

I understand that each mod has its own global table. Does anyone know how is this indexed? I'm trying to access a global table of a mod from within base scripts of the game.

i tried few things but i just can't find it, and i couldn't find anything with forum/reddit search.

thank you in advance
by robertpaulson
Mon Oct 29, 2018 4:24 pm
Forum: Modding help
Topic: Modifying rocket silo stats (items launched "count")
Replies: 4
Views: 470

Re: Modifying rocket silo stats (items launched "count")

Klonan wrote:
Mon Oct 29, 2018 8:32 am

ah right, I thought there was a specific remote.call for updating the GUI

You can just do the remove_tracked_item remote call with `""` as the parameter, it should refresh the GUI.
ah nice that worked! thanks a lot for your help
by robertpaulson
Sun Oct 28, 2018 8:04 pm
Forum: Modding help
Topic: Modifying rocket silo stats (items launched "count")
Replies: 4
Views: 470

Re: Modifying rocket silo stats (items launched "count")

You will need to tell the silo script to update after you change the tracked items, there is a remote.call for it sry i don't thin i follow. are you saying that the count is within the tracked items list? i don't see any update call for rocket-silo script there, unless it was added after 16.30 (tha...
by robertpaulson
Sun Oct 28, 2018 7:55 pm
Forum: Resolved Problems and Bugs
Topic: remote.call("silo_script", "add_tracked_item"... DUPLICATE ENTRIES
Replies: 3
Views: 498

Re: remote.call("silo_script", "add_tracked_item"... DUPLICATE ENTRIES

I could fix it, but really the mods shouldn't be adding things multiple times. You can check if you item is already in the tracked list, and if it is, then don't add it to the list If I were to fix it, I would change it to a map of ["entity-name"] = true, However these mods are still doing somethin...
by robertpaulson
Sun Oct 28, 2018 5:51 am
Forum: Modding help
Topic: Modifying rocket silo stats (items launched "count")
Replies: 4
Views: 470

Modifying rocket silo stats (items launched "count")

Hi, I'm trying to access the count for each tracked items in rocket silo stats. I tried various things: 1- player.force.items_launched["orbital-ion-cannon"] = player.force.items_launched["orbital-ion-cannon"] - 1 2- local count = player.force.items_launched["orbital-ion-cannon"] - 1 -- any number he...
by robertpaulson
Sun Oct 28, 2018 4:58 am
Forum: Resolved Problems and Bugs
Topic: remote.call("silo_script", "add_tracked_item"... DUPLICATE ENTRIES
Replies: 3
Views: 498

remote.call("silo_script", "add_tracked_item"... DUPLICATE ENTRIES

Hi, I just came across this small problem. The add_tracked_item allows for duplicate entries which results in: https://image.ibb.co/cD9uVq/befored.jpg I managed to clean it up with the commented section (in silo-script.lua), I haven't tested the if statement yet : add_tracked_item = function(item_na...
by robertpaulson
Thu Oct 25, 2018 4:37 am
Forum: Modding help
Topic: clearing rocket_silo "rocket result inventory"
Replies: 2
Views: 250

Re: clearing rocket_silo "rocket result inventory"

DaveMcW wrote:
Thu Oct 25, 2018 4:21 am
event.rocket_silo.get_inventory(defines.inventory.rocket_silo_result).clear()
thanks for quick response!
by robertpaulson
Thu Oct 25, 2018 3:57 am
Forum: Modding help
Topic: clearing rocket_silo "rocket result inventory"
Replies: 2
Views: 250

clearing rocket_silo "rocket result inventory"

Hi. was rocket_silo.inventory key changed? I'm not completely sure if it was there to begin with, and I can't find anything in update history. Anyone know how do I access event.rocket_silo "rocket result inventory" from on_rocket_launched? I'm trying to conditionally clear it. I've tried the followi...

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