Search found 126 matches

by AmatorPhasma
Mon Feb 10, 2020 7:37 am
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 63
Views: 7640

Re: [Mods for 0.18] Amator Phasma's Mods

Working on compatibility with angles should be fixed in the next version.
by AmatorPhasma
Tue Feb 04, 2020 11:28 pm
Forum: Implemented mod requests
Topic: Request: show item burnt result in tooltip
Replies: 10
Views: 477

Re: Request: show item burnt result in tooltip

darkfrei wrote:
Tue Feb 04, 2020 9:41 pm
AmatorPhasma wrote:
Tue Feb 04, 2020 8:46 pm
Great, already implemented :D

I would have supported this suggestion, because I use burnt results a lot in my mods.
How you remove burnt results from it's inventory?
With a lua script
by AmatorPhasma
Tue Feb 04, 2020 8:46 pm
Forum: Implemented mod requests
Topic: Request: show item burnt result in tooltip
Replies: 10
Views: 477

Re: Request: show item burnt result in tooltip

Great, already implemented :D

I would have supported this suggestion, because I use burnt results a lot in my mods.
Deadlock989 wrote:
Tue Feb 04, 2020 2:10 am
Yes, we can fake it with item descriptions...
That's what I have done in my mods, but this native support is better and prevents overwriting of localized descriptions.
by AmatorPhasma
Tue Jan 28, 2020 3:01 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 161
Views: 7368

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__/protot...
by AmatorPhasma
Mon Jan 27, 2020 3:58 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 540

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 c...
by AmatorPhasma
Mon Jan 27, 2020 3:40 pm
Forum: Not a bug
Topic: [0.18.1][Modding] Recipe with multiple same results
Replies: 2
Views: 139

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=0.5,...
by AmatorPhasma
Sun Jan 26, 2020 3:04 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 63
Views: 7640

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 with ...
by AmatorPhasma
Sat Jan 25, 2020 10:05 am
Forum: 1 / 0 magic
Topic: [0.18.1] Crash: "Inserter::dropHeldItem()"
Replies: 1
Views: 228

[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 Erro...
by AmatorPhasma
Fri Jan 24, 2020 6:01 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 63
Views: 7640

Re: [Mods for 0.18] Amator Phasma's Mods

emp_zealoth wrote:
Fri Jan 24, 2020 4:21 pm
Im still on 0.17.79
Thanks, I found it, logic issue in my script, will be fixed with the next version :) No more water landings!
by AmatorPhasma
Fri Jan 24, 2020 2:36 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 161
Views: 7368

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.
by AmatorPhasma
Fri Jan 24, 2020 2:31 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 161
Views: 7368

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 AmatorPhasma
Thu Jan 23, 2020 9:56 am
Forum: Bob's mods
Topic: Feature request for the mod: bobinserters
Replies: 18
Views: 996

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 ca...
by AmatorPhasma
Thu Jan 23, 2020 2:04 am
Forum: Bob's mods
Topic: Feature request for the mod: bobinserters
Replies: 18
Views: 996

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 have somethin...
by AmatorPhasma
Thu Jan 23, 2020 12:16 am
Forum: Bob's mods
Topic: Feature request for the mod: bobinserters
Replies: 18
Views: 996

Re: Feature request for the mod: bobinserters

bobingabout wrote:
Wed Jan 22, 2020 11:17 pm

Code: Select all

  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()
by AmatorPhasma
Wed Jan 22, 2020 10:30 pm
Forum: Bob's mods
Topic: Feature request for the mod: bobinserters
Replies: 18
Views: 996

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 edited post fo...
by AmatorPhasma
Wed Jan 22, 2020 8:06 pm
Forum: Bob's mods
Topic: Feature request for the mod: bobinserters
Replies: 18
Views: 996

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.
by AmatorPhasma
Wed Jan 22, 2020 5:00 pm
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 63
Views: 7640

Re: [Mods for 0.17] Amator Phasma's Mods

emp_zealoth wrote:
Wed Jan 22, 2020 3:48 pm
Welp, whats wrong here? :D
Image
Ehrm... Nothing to see here, please go ahead :)

Is this Factorio version 0.17 or 0.18 ?
by AmatorPhasma
Thu Jan 16, 2020 5:00 pm
Forum: Development-Tools
Topic: Code Completion for jetbrains IDEs
Replies: 5
Views: 1002

Re: Code Completion for jetbrains IDEs

Hi,

thanks for this plugin :)
by AmatorPhasma
Wed Jan 15, 2020 11:14 am
Forum: Mods
Topic: [Mods for 0.18] Amator Phasma's Mods
Replies: 63
Views: 7640

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 cleaner, ...
by AmatorPhasma
Sun Jan 12, 2020 4:15 pm
Forum: Won't implement
Topic: EnergySource: something like drain for fluid, burner, heat type
Replies: 1
Views: 192

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/Energy...

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