Search found 92 matches
- Wed Feb 27, 2019 7:25 am
- Forum: Modding help
- Topic: order of control scripts
- Replies: 2
- Views: 1099
Re: order of control scripts
thanks it worked, i was under impression that this only works for data
- Wed Feb 27, 2019 12:30 am
- Forum: Modding help
- Topic: order of control scripts
- Replies: 2
- Views: 1099
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 ...
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 ...
- Tue Dec 04, 2018 12:41 am
- Forum: Modding help
- Topic: Can't use productivity modules with my 'intermediate-products"
- Replies: 2
- Views: 1767
- Mon Dec 03, 2018 11:54 pm
- Forum: Modding help
- Topic: Can't use productivity modules with my 'intermediate-products"
- Replies: 2
- Views: 1767
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 ...
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 ...
- Sun Nov 25, 2018 10:23 pm
- Forum: Modding help
- Topic: circuit_connector_definitions and led_light_offset
- Replies: 3
- Views: 1655
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
this is the problem;
["fast-inserter"] = {
circuit_connector_sprites = nil,
-cheers

- Sun Nov 25, 2018 9:02 pm
- Forum: Modding help
- Topic: circuit_connector_definitions and led_light_offset
- Replies: 3
- Views: 1655
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 ...
i tried;
local sprite = table.deepcopy(circuit_connector ...
- Sun Nov 11, 2018 12:59 am
- Forum: Gameplay Help
- Topic: requester chest/inserter interaction
- Replies: 5
- Views: 2578
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 ...
- Sun Nov 11, 2018 12:38 am
- Forum: Gameplay Help
- Topic: requester chest/inserter interaction
- Replies: 5
- Views: 2578
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 ...
- Sat Nov 10, 2018 8:56 pm
- Forum: Gameplay Help
- Topic: requester chest/inserter interaction
- Replies: 5
- Views: 2578
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 ...
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 ...
- Sat Nov 10, 2018 7:40 pm
- Forum: Modding help
- Topic: smart/filter inserter filter slots ('filter_count') >5
- Replies: 6
- Views: 2578
Re: smart/filter inserter filter slots ('filter_count') >5
ooooof ok, thanks for the heads up, and VERY quick response!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.
back to the drawing board of my circuit network then!
- Sat Nov 10, 2018 7:31 pm
- Forum: Modding help
- Topic: smart/filter inserter filter slots ('filter_count') >5
- Replies: 6
- Views: 2578
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 ...
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 ...
- Sun Nov 04, 2018 7:12 am
- Forum: Modding help
- Topic: accessing global table from outside of the mod
- Replies: 4
- Views: 2733
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 ...
- Sun Nov 04, 2018 4:55 am
- Forum: Modding help
- Topic: accessing global table from outside of the mod
- Replies: 4
- Views: 2733
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
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
- Mon Oct 29, 2018 4:24 pm
- Forum: Modding help
- Topic: Modifying rocket silo stats (items launched "count")
- Replies: 4
- Views: 2222
Re: Modifying rocket silo stats (items launched "count")
ah nice that worked! thanks a lot for your helpKlonan 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.
- Sun Oct 28, 2018 8:04 pm
- Forum: Modding help
- Topic: Modifying rocket silo stats (items launched "count")
- Replies: 4
- Views: 2222
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 ...
- 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: 1797
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 ...
- Sun Oct 28, 2018 5:51 am
- Forum: Modding help
- Topic: Modifying rocket silo stats (items launched "count")
- Replies: 4
- Views: 2222
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 ...
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 ...
- 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: 1797
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 ...
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 ...
- Thu Oct 25, 2018 4:37 am
- Forum: Modding help
- Topic: clearing rocket_silo "rocket result inventory"
- Replies: 2
- Views: 1347
Re: clearing rocket_silo "rocket result inventory"
thanks for quick response!DaveMcW wrote: Thu Oct 25, 2018 4:21 am event.rocket_silo.get_inventory(defines.inventory.rocket_silo_result).clear()
- Thu Oct 25, 2018 3:57 am
- Forum: Modding help
- Topic: clearing rocket_silo "rocket result inventory"
- Replies: 2
- Views: 1347
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 ...
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 ...