Search found 223 matches
- Sat Aug 15, 2020 1:21 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8921
Re: on_player_created bug?
The event is "player created"; not character created. In fact the character has been created just the player is in a cutscene. The player could also be in the god controller or the map editor or be a spectator; none of those have character entities. You can't assume the player controller is ...
- Sat Aug 15, 2020 1:12 am
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8921
Re: on_player_created bug?
Seeing the "player created" event no longer gives access to the character inventory during freeplay, due to the cutscene.
What would allow access to the proper character inventory?
This little change basically broke just about every quick start mod out there relying on the character access ...
- Fri Oct 11, 2019 11:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457085
Re: [MOD 0.17] Industrial Revolution
1.0.1
On launch get Missing graphic in: graphics\icons\64\bronze-gear-wheel
On launch get Missing graphic in: graphics\icons\64\bronze-gear-wheel
- Thu Jan 25, 2018 10:53 pm
- Forum: Not a bug
- Topic: [0.16.19] Middle Mouse click not detected in on_gui_click
- Replies: 2
- Views: 1806
Re: [0.16.19] Middle Mouse click not detected in on_gui_click
Thanks for the report. By default buttons only respond to left/right click. If you want them to respond to other buttons you need to set the mouse button filter to include the ones you want. http://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.mouse_button_filter
That would do it ...
That would do it ...
- Thu Jan 25, 2018 10:32 pm
- Forum: Not a bug
- Topic: [0.16.19] Middle Mouse click not detected in on_gui_click
- Replies: 2
- Views: 1806
[0.16.19] Middle Mouse click not detected in on_gui_click
Middle Mouse click not detected in on_gui_click event
Works in .15 does not work in .16.
script.on_event(defines.events.on_gui_click, function(event)
local button = event.button
-- Print button to player chat
)
Left click prints 2
Right click prints 4
Middle click no output, not captured ...
Works in .15 does not work in .16.
script.on_event(defines.events.on_gui_click, function(event)
local button = event.button
-- Print button to player chat
)
Left click prints 2
Right click prints 4
Middle click no output, not captured ...
- Fri Jan 05, 2018 7:25 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452458
Re: Friday Facts #224 - Bots versus belts
I would vote to remove logistics bots as well -- they never appealed to me like you say "win win win". I say swiss army knife solution. I only use them for player supply currently and that is a valuable role. If you have played modded minecraft I have the same opinion of the easy item, fluid, energy ...
- Fri May 05, 2017 4:57 pm
- Forum: Not a bug
- Topic: [0.15.7] Cannot Override crafting time on expensive
- Replies: 2
- Views: 1514
Re: [0.15.7] Cannot Override crafting time on expensive
Just thought of that after i posted, thanks!
- Fri May 05, 2017 4:52 pm
- Forum: Not a bug
- Topic: [0.15.7] Cannot Override crafting time on expensive
- Replies: 2
- Views: 1514
[0.15.7] Cannot Override crafting time on expensive
All items with an expensive recipe variant ignore crafting time changes:
example data-updates.lua:
data.raw["recipe"]["fast-transport-belt"].energy_required = 11
data.raw["recipe"]["express-transport-belt"].energy_required = 11
Result in game fast belts take 11 seconds while blue belts remain .5 ...
example data-updates.lua:
data.raw["recipe"]["fast-transport-belt"].energy_required = 11
data.raw["recipe"]["express-transport-belt"].energy_required = 11
Result in game fast belts take 11 seconds while blue belts remain .5 ...
- Mon May 01, 2017 4:13 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 48377
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Congrats on the .15 release.
Saw and agree with your comments on the .15 library interface.
Coming back to the mod after not seeing it for a while you have a nice clean interface and good icons.
One thing I miss in your mod that foreman has is a nice one click to load and use a blueprint. It ...
Saw and agree with your comments on the .15 library interface.
Coming back to the mod after not seeing it for a while you have a nice clean interface and good icons.
One thing I miss in your mod that foreman has is a nice one click to load and use a blueprint. It ...
- Mon May 01, 2017 2:42 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 136011
Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Congratulations on a .15 release.
The new vanilla system is part way there, but I think your listing and loading in .14 was superior. Vanilla fills up my inventory - i love foreman's ability to re-use overwrite my toolbelt blueprint.
Did they make the new blueprint stuff accessible in the API ...
The new vanilla system is part way there, but I think your listing and loading in .14 was superior. Vanilla fills up my inventory - i love foreman's ability to re-use overwrite my toolbelt blueprint.
Did they make the new blueprint stuff accessible in the API ...
- Wed Feb 15, 2017 6:47 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 697057
Re: Yuoki Industries - Informations, Suggestions, Questions
You should be able to use the mod in your current game. Resources can be made through soil digging or conversion of any vanilla resources into unicomp and then convert the unicomp to any Yuoki resources.
In my game, to convert resources into unicomp requires a cimota reconstructor, which can ...
In my game, to convert resources into unicomp requires a cimota reconstructor, which can ...
- Wed Feb 15, 2017 6:15 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 697057
Re: Yuoki Industries - Informations, Suggestions, Questions
You should be able to use the mod in your current game. Resources can be made through soil digging or conversion of any vanilla resources into unicomp and then convert the unicomp to any Yuoki resources.
In my game, to convert resources into unicomp requires a cimota reconstructor, which can ...
In my game, to convert resources into unicomp requires a cimota reconstructor, which can ...
- Fri Feb 10, 2017 8:31 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 53030
Re: If it's not a feature - it's maybe a Bug ?
hello,
after updating yi to the new version (0.4.62), the orange material cannot be created by melting red dust anymore.
also the conductive wire cannot be produced, but it's also required as pre-material for some other items :-/
This appears to be from me (Yi Tech Tree).
I'll put together a ...
after updating yi to the new version (0.4.62), the orange material cannot be created by melting red dust anymore.
also the conductive wire cannot be produced, but it's also required as pre-material for some other items :-/
This appears to be from me (Yi Tech Tree).
I'll put together a ...
- Fri Feb 10, 2017 12:58 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 697057
Re: Yuoki Industries - Informations, Suggestions, Questions
Congratulations on another release.
No source for Blue Science Sign in Yuoki Industries. Only source is in engines mod.
The old source (fame for science), y_exchange_a4_recipe to trade fame for science is in _obsolete now.
Consumers in Yuoki's: New science module, science ultimate building, and ...
No source for Blue Science Sign in Yuoki Industries. Only source is in engines mod.
The old source (fame for science), y_exchange_a4_recipe to trade fame for science is in _obsolete now.
Consumers in Yuoki's: New science module, science ultimate building, and ...
- Wed Dec 14, 2016 1:49 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 697057
Re: Yuoki Industries - Informations, Suggestions, Questions
You haven't said what mod created this conflict. How are we to know if the conflict can be solved? :?
Sorry is the mods "Nuclear Power"
https://forums.factorio.com/viewtopic.php?f=93&t=21676
Actually Yuoki Industries just replace the steam-turbine flawlessly, is not a conflict but a overtake ...
Sorry is the mods "Nuclear Power"
https://forums.factorio.com/viewtopic.php?f=93&t=21676
Actually Yuoki Industries just replace the steam-turbine flawlessly, is not a conflict but a overtake ...
- Wed Dec 07, 2016 12:10 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 243819
Re: Uranium Power
On the 250MW reactor running two 43MW turbine/cooling towers.
I get fluctuation of power at full load. Seems like the reactor can run slightly less than the 96MW -- intentional? Something wrong with my setup?
Tried to buffer the steam on the right one, but it had no positive/negative affect ...
I get fluctuation of power at full load. Seems like the reactor can run slightly less than the 96MW -- intentional? Something wrong with my setup?
Tried to buffer the steam on the right one, but it had no positive/negative affect ...
- Sat Nov 19, 2016 5:03 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1592734
Re: Bugs & FAQ
Aluminium in Angel Smelting requires Manganese for Molten Aluminium.
Could not find recipe for manganese anywhere, so i guess it is an artifact.
Angel Smelting v 0.1.2
MoltenAluminium.png
Probably need to check with the bobsangelthon author as the regular smelting recipe is just the 2 aluminum ...
Could not find recipe for manganese anywhere, so i guess it is an artifact.
Angel Smelting v 0.1.2
MoltenAluminium.png
Probably need to check with the bobsangelthon author as the regular smelting recipe is just the 2 aluminum ...
- Sun Nov 06, 2016 6:19 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 53030
Re: If it's not a feature - it's maybe a Bug ?
Unicomp pipe has size 15, but the underground portion only has size 13. Should both be 15 or 13?
y-pipe-to-ground-ec
base_area = 1.3
y-pipe-ec
base_area = 1.5
y-pipe-to-ground-ec
base_area = 1.3
y-pipe-ec
base_area = 1.5
- Tue Oct 25, 2016 5:09 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 53030
Re: If it's not a feature - it's maybe a Bug ?
correct ... but i excluded all this and future settings to a yi_personal_setting addon
if it contains more in future i will make it avaiable.
i had also removed bigger inventory and added this in last second again to the version - can't see a great benefit of remove this
so it's a feature ...
if it contains more in future i will make it avaiable.
i had also removed bigger inventory and added this in last second again to the version - can't see a great benefit of remove this
so it's a feature ...
- Mon Oct 24, 2016 7:21 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 53030
Re: If it's not a feature - it's maybe a Bug ?
Someone complained about it being included in Yuoki's, so you probably need to grab one of the stand-alone mods that provides it:draziel wrote:Hi,
I think you reduced the item placement range in your last patch. Is it a new feature or a bug ?
https://mods.factorio.com/mods/jamesaguilar/long-reach