Love the IR2 look and feel, the graphics are beautiful.
Cheers
Search found 13 matches
- Sat Feb 06, 2021 6:40 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 62818
- Mon Aug 17, 2020 1:31 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8951
Re: on_player_created bug?
Well without a character you can't have armor, thus no grid, thus my mod will not work.
- Sat Aug 15, 2020 9:21 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8951
Re: on_player_created bug?
I always double check the controller_type after trapping the event to ensure the player is in the right state before adding the items. I'll wait for feedback from users but so far those playing scenario and freeplay haven't reported issues.
- Sat Aug 15, 2020 2:13 am
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8951
Re: on_player_created bug?
Thanks Peppe,
defines.events.on_cutscene_cancelled works. I've added a check to the player create event so that it ensures controller is in the right state.
Cheers
defines.events.on_cutscene_cancelled works. I've added a check to the player create event so that it ensures controller is in the right state.
Cheers
- Fri Aug 14, 2020 10:38 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8951
Re: on_player_created bug?
So I put in some game.print statements to see what was happening. All this is in FreePlay, everything works in scenarios. While the intro is running controller.type = 6 (which is probably defines.controllers.cutscene from the docs). So at some point that controller type has to change to defines ...
- Fri Aug 14, 2020 3:20 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8951
Re: on_player_created bug?
Wouldn't that be a bug, calling the event when the character is not actually created? Could you point me to the API docs covering the remote interfaces. All I found is this https://lua-api.factorio.com/latest/LuaRemote.html
- Fri Aug 14, 2020 1:44 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 8951
on_player_created bug?
With the release of v1.0 I've got a strange bug in my mod
script.on_event(defines.events.on_player_created, function(event)
local items
local armor
items = {
{"power-armor-mk2", 1},
{"construction-robot", 50},
}
armor = {
{"fusion-reactor-equipment"},
{"energy-shield-mk2-equipment ...
script.on_event(defines.events.on_player_created, function(event)
local items
local armor
items = {
{"power-armor-mk2", 1},
{"construction-robot", 50},
}
armor = {
{"fusion-reactor-equipment"},
{"energy-shield-mk2-equipment ...
- Thu May 07, 2020 2:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1778737
Re: Development and Discussion
Didn’t think of the brick floor that’s a fantastic idea!
Also I think I am producing more crushed stone than I would be able to reasonably turn into mineral water and pump into the clarifier
Also is there anything useful to do with all the crushed stone that u would always eventually accumulate ...
- Fri May 01, 2020 2:13 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1778737
Re: Development and Discussion
So having a small problem relating to crushed stone, im about 30 hours into my save and i have over 5million crushed stone..... :|
I have no idea how to get rid of it
Anyone have any ideas?
Thanks, Thomas
Make bricks and pave the world! If not then you can create mineral water and just void ...
- Thu Apr 30, 2020 2:40 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 68567
Re: [0.18.x] Bob's Mods: General Discussion
I've also got the same error, there's also a script-only error with other mods. I'm guessing this caused by a recent update to the game.
- Tue Feb 11, 2020 3:24 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 103947
Re: [MOD 0.13] Water Well - pump water from the underground
I was wondering if a variant could be added that would produce mud? (for Angel's mods)
- Sat Mar 24, 2018 12:00 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 371857
Re: MOD [ 0.16.x] Bio-Industries 2.1.9
Oh my God, I feel like a complete idiot! I looked at Algae 1 and 2 and noticed they both had algae as requirements and never bothered to look at algae 3 
Thanks,

Thanks,
- Fri Mar 23, 2018 1:32 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 371857
Re: MOD [ 0.16.x] Bio-Industries 2.1.9
First time using the mod. I've searched online but I can't find out how to create algae. I've got the bioreactor but it requires algae input, and it appears to be in liquid form. Could anybody tell how to get algae?
Thanks
Thanks