Search found 92 matches
- Wed Feb 27, 2019 7:25 am
- Forum: Modding help
- Topic: order of control scripts
- Replies: 2
- Views: 1003
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: 1003
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, ...
- Tue Dec 04, 2018 12:41 am
- Forum: Modding help
- Topic: Can't use productivity modules with my 'intermediate-products"
- Replies: 2
- Views: 1664
- Mon Dec 03, 2018 11:54 pm
- Forum: Modding help
- Topic: Can't use productivity modules with my 'intermediate-products"
- Replies: 2
- Views: 1664
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 th...
- Sun Nov 25, 2018 10:23 pm
- Forum: Modding help
- Topic: circuit_connector_definitions and led_light_offset
- Replies: 3
- Views: 1482
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: 1482
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...
- Sun Nov 11, 2018 12:59 am
- Forum: Gameplay Help
- Topic: requester chest/inserter interaction
- Replies: 5
- Views: 2294
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...
- Sun Nov 11, 2018 12:38 am
- Forum: Gameplay Help
- Topic: requester chest/inserter interaction
- Replies: 5
- Views: 2294
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 ...
- Sat Nov 10, 2018 8:56 pm
- Forum: Gameplay Help
- Topic: requester chest/inserter interaction
- Replies: 5
- Views: 2294
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...
- Sat Nov 10, 2018 7:40 pm
- Forum: Modding help
- Topic: smart/filter inserter filter slots ('filter_count') >5
- Replies: 6
- Views: 2239
- Sat Nov 10, 2018 7:31 pm
- Forum: Modding help
- Topic: smart/filter inserter filter slots ('filter_count') >5
- Replies: 6
- Views: 2239
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...
- Sun Nov 04, 2018 7:12 am
- Forum: Modding help
- Topic: accessing global table from outside of the mod
- Replies: 4
- Views: 2498
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: 2498
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: 2062
- Sun Oct 28, 2018 8:04 pm
- Forum: Modding help
- Topic: Modifying rocket silo stats (items launched "count")
- Replies: 4
- Views: 2062
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...
- 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: 1715
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 doin...
- Sun Oct 28, 2018 5:51 am
- Forum: Modding help
- Topic: Modifying rocket silo stats (items launched "count")
- Replies: 4
- Views: 2062
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-cann...
- 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: 1715
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...
- Thu Oct 25, 2018 4:37 am
- Forum: Modding help
- Topic: clearing rocket_silo "rocket result inventory"
- Replies: 2
- Views: 1260
- Thu Oct 25, 2018 3:57 am
- Forum: Modding help
- Topic: clearing rocket_silo "rocket result inventory"
- Replies: 2
- Views: 1260
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 t...