Search found 126 matches
- Mon Feb 10, 2020 7:37 am
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 29647
Re: [Mods for 0.18] Amator Phasma's Mods
Working on compatibility with angles should be fixed in the next version.
- Tue Feb 04, 2020 11:28 pm
- Forum: Implemented mod requests
- Topic: Request: show item burnt result in tooltip
- Replies: 10
- Views: 3665
Re: Request: show item burnt result in tooltip
With a lua scriptdarkfrei wrote: Tue Feb 04, 2020 9:41 pmHow you remove burnt results from it's inventory?AmatorPhasma wrote: Tue Feb 04, 2020 8:46 pm Great, already implemented![]()
I would have supported this suggestion, because I use burnt results a lot in my mods.
- Tue Feb 04, 2020 8:46 pm
- Forum: Implemented mod requests
- Topic: Request: show item burnt result in tooltip
- Replies: 10
- Views: 3665
Re: Request: show item burnt result in tooltip
Great, already implemented
I would have supported this suggestion, because I use burnt results a lot in my mods.

I would have supported this suggestion, because I use burnt results a lot in my mods.
That's what I have done in my mods, but this native support is better and prevents overwriting of localized descriptions.
- Tue Jan 28, 2020 3:01 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 64350
Re: [0.18] Please post bugs and balance issues here.
Quick and small note: two things that break with 0.18.02 sound changes.
1.097 Error ModManager.cpp:1385: Failed to load mod "bobenemies": __bobenemies__/data.lua:9: __bobenemies__/prototypes/biters.lua:91: attempt to call global 'make_biter_roars' (a nil value)
stack traceback:
__bobenemies ...
1.097 Error ModManager.cpp:1385: Failed to load mod "bobenemies": __bobenemies__/data.lua:9: __bobenemies__/prototypes/biters.lua:91: attempt to call global 'make_biter_roars' (a nil value)
stack traceback:
__bobenemies ...
- Mon Jan 27, 2020 3:58 pm
- Forum: Modding help
- Topic: Help: Activating burner leech via research
- Replies: 25
- Views: 6106
Re: Help: Activating burner leech via research
Its not that easy, you can't use the build-in function:
https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.allow_burner_leech
it's read only and can only be set in the data stage.
And to todo it with a own script is not that easy, you can look into my script , this also ...
https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.allow_burner_leech
it's read only and can only be set in the data stage.
And to todo it with a own script is not that easy, you can look into my script , this also ...
- Mon Jan 27, 2020 3:40 pm
- Forum: Not a bug
- Topic: [0.18.1][Modding] Recipe with multiple same results
- Replies: 2
- Views: 1404
Re: [0.18.1][Modding] Recipe with multiple same results
I think this works as intended, and if so a "workaround" is to set "show_details_in_recipe_tooltip = false" on one of the product.
like:
...
recipe.normal.results = {
{type='item', name='apm_wood_pellets', amount=3},
{type='item', name='apm_wood_pellets', amount_min=1, amount_max=1, probability ...
like:
...
recipe.normal.results = {
{type='item', name='apm_wood_pellets', amount=3},
{type='item', name='apm_wood_pellets', amount_min=1, amount_max=1, probability ...
- Sun Jan 26, 2020 3:04 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 29647
Re: [Mods for 0.18] Amator Phasma's Mods
Btw, unrelated suggestions: Wood is really really hard to produce, since it's gated behind mud and it's crucial to research and basebuilding.
(...)
Or some other process that would let us use the water for something useful that doesn't depend on something else that loops back to wood lol.
Now ...
- Sat Jan 25, 2020 10:05 am
- Forum: 1 / 0 magic
- Topic: [0.18.1] Crash: "Inserter::dropHeldItem()"
- Replies: 1
- Views: 1278
[0.18.1] Crash: "Inserter::dropHeldItem()"
This morning I found one of my factorio servers crashed.
Sorry I have no way to reproduce this, because I wasn't online, and doesn't know what happened ingame.
68645.252 Info AppManager.cpp:288: Saving to _autosave6 (blocking).
68645.537 Info AppManagerStates.cpp:1810: Saving finished
68751.949 ...
Sorry I have no way to reproduce this, because I wasn't online, and doesn't know what happened ingame.
68645.252 Info AppManager.cpp:288: Saving to _autosave6 (blocking).
68645.537 Info AppManagerStates.cpp:1810: Saving finished
68751.949 ...
- Fri Jan 24, 2020 6:01 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 29647
Re: [Mods for 0.18] Amator Phasma's Mods
Thanks, I found it, logic issue in my script, will be fixed with the next version

- Fri Jan 24, 2020 2:36 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 64350
Re: [0.18] Please post bugs and balance issues here.
sorry forgot a save file, if it is related to a specific mod settings combination. (I think I changed some of them...)
here it is.
here it is.
- Fri Jan 24, 2020 2:31 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 64350
Re: [0.18] Please post bugs and balance issues here.
Hi,
By fixing a similar issue in my mod, I found some small issues with icon scaling/size in some technologies in your mod.
Attached images done with only your mods active.
By fixing a similar issue in my mod, I found some small issues with icon scaling/size in some technologies in your mod.
Attached images done with only your mods active.
- Thu Jan 23, 2020 9:56 am
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 7718
Re: Feature request for the mod: bobinserters
...
HOWEVER
I realise that I was probably overwriting it with a different on_init function later on, so, maybe putting it in on_init does work, and I was just already too tired and annoyed that it took this long to even get it working at all (with on_load when loading a game) to figure it out.
I ...
- Thu Jan 23, 2020 2:04 am
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 7718
Re: Feature request for the mod: bobinserters
if event.tick == 2 then inserter.register_to_mod_events() end
For sure?
I ask because for Warptorio2, Portals, and my Starfall mod, it was always enough to have the hook to custom events in script.on_load() and script.on_init()
I did try in on_init, and it didn't work for me. it could ...
- Thu Jan 23, 2020 12:16 am
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 7718
Re: Feature request for the mod: bobinserters
For sure?bobingabout wrote: Wed Jan 22, 2020 11:17 pmCode: Select all
if event.tick == 2 then inserter.register_to_mod_events() end
I ask because for Warptorio2, Portals, and my Starfall mod, it was always enough to have the hook to custom events in script.on_load() and script.on_init()
- Wed Jan 22, 2020 10:30 pm
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 7718
Re: Feature request for the mod: bobinserters
Thank you very much for this! :)
I'm currently also work on my mods for 0.18
found some small (stupidity by me) bugs with the changed base game icons / mips and some of my color mask and icon overlays.
Okay, I got it to work, the solution isn't exactly what I expected, so, look at my ...
- Wed Jan 22, 2020 8:06 pm
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 7718
Re: Feature request for the mod: bobinserters
Thank you very much for this! 
I'm currently also work on my mods for 0.18
found some small (stupidity by me) bugs with the changed base game icons / mips and some of my color mask and icon overlays.

I'm currently also work on my mods for 0.18
found some small (stupidity by me) bugs with the changed base game icons / mips and some of my color mask and icon overlays.
- Wed Jan 22, 2020 5:00 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 29647
Re: [Mods for 0.17] Amator Phasma's Mods
Ehrm... Nothing to see here, please go ahead

Is this Factorio version 0.17 or 0.18 ?
- Thu Jan 16, 2020 5:00 pm
- Forum: Development tools
- Topic: Code Completion for jetbrains IDEs
- Replies: 6
- Views: 7193
Re: Code Completion for jetbrains IDEs
Hi,
thanks for this plugin
thanks for this plugin

- Wed Jan 15, 2020 11:14 am
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 29647
Re: [Mods for 0.17] Amator Phasma's Mods
heres another save if you like where ive just finished all. industrial+red science and im going to start organizing the base with a nice big main bus
Thanks for the save file :)
You play in peaceful mode:
the one thing I see is that you have not to care about pollution, which means no air ...
- Sun Jan 12, 2020 4:15 pm
- Forum: Won't implement
- Topic: EnergySource: something like drain for fluid, burner, heat type
- Replies: 1
- Views: 1378
EnergySource: something like drain for fluid, burner, heat type
A small shot into the dark because I have no idea how realistic an implementation of this could be:
It would be nice to have something like the drain in the electric energy source for the other types:
Types/EnergySource/Fluid
drain :: Types/Energy or fluid_drain_per_tick :: Types/double
Types ...
It would be nice to have something like the drain in the electric energy source for the other types:
Types/EnergySource/Fluid
drain :: Types/Energy or fluid_drain_per_tick :: Types/double
Types ...