Search found 947 matches
- Thu Jan 18, 2018 10:03 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Yep, mod portal issue again. Mod is up now.
- Wed Jan 17, 2018 11:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0
So... got the official version updated now too, with slightly reworked settings GUI handling. The mod portal won't let me upload anything at the moment though, it's just returning "Error: name 'newfilename' is not defined (code: 500)" which kinda sounds like an internal server error. Not s...
- Mon Jan 15, 2018 10:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0
I'll at least take a look at making the mod work with the current version of Factorio again shortly.
- Fri Nov 03, 2017 11:05 pm
- Forum: Modding help
- Topic: Undergroud belt input/output belt_to_ground_type
- Replies: 6
- Views: 2505
Re: Undergroud belt input/output belt_to_ground_type
If you create underground belts of the right type not too far apart and facing the right way, they should connect automatically.
- Fri Nov 03, 2017 6:26 pm
- Forum: Modding help
- Topic: Undergroud belt input/output belt_to_ground_type
- Replies: 6
- Views: 2505
- Tue Oct 24, 2017 8:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0
First of all, nice work! I had a very similar mod idea and found this when looking for existing solutions. Thanks! Hope it's useful for you. Some remarks: * Ideally, this would behave just like the rail planner, e.g. yellow arrows apearing as you hover your cursor on a belt, then shift click to ent...
- Wed Oct 04, 2017 8:19 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0
If you are still making changes, I would like to see an option to put the planner back into the player's hand when the 'create ghosts' button is pressed. Would make building multiple rows of belts so much better. So an addition to the continuous build mode that lets you select a new start position ...
- Sat Sep 09, 2017 1:07 pm
- Forum: Gameplay Help
- Topic: How to play the command after a certain time?
- Replies: 3
- Views: 2359
Re: How to play the command after a certain time?
Code: Select all
if condition then script.on_event(defines.events.on_tick, nil) end
- Fri Sep 08, 2017 6:54 pm
- Forum: Gameplay Help
- Topic: Scenario. Remove the resource in a certain radius
- Replies: 7
- Views: 3513
Re: Scenario. Remove the resource in a certain radius
Because there's no "cooper-ore" in the game...
- Thu Aug 31, 2017 7:13 pm
- Forum: Technical Help
- Topic: 0.15 lua command
- Replies: 5
- Views: 2749
Re: 0.15 lua command
Version 0.13.0
- game.local_player has been renamed to game.player and now works through remote calls.
- Mon Aug 28, 2017 8:29 pm
- Forum: Modding discussion
- Topic: Recipes: name, type, amount for all recipes
- Replies: 5
- Views: 2876
Re: Recipes: name, type, amount for all recipes
My guess would be historical reasons, from when fluids didn't exist yet and type = "item" was implicit. Updating things would be work, so it stays like it is.
- Wed Jul 26, 2017 7:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0
Why can't I place a ghost of the planner entity? You know, you can place ghosts from map to anywhere. That was the straight forward way to implement things (per-player path finder settings, matching up start and end marker) but I might have a look at how to make that work in the future. ...after I ...
- Sun Jul 23, 2017 7:45 pm
- Forum: Modding help
- Topic: Function/While loop run in background
- Replies: 5
- Views: 2563
Re: Function/While loop run in background
There is no way to create a background thread with the modding API.
You'd need to only process a few iterations of the loop per tick, then keep the state around in global for further processing the next tick. I'm doing something like this in the Automatic Belt Planner mod.
You'd need to only process a few iterations of the loop per tick, then keep the state around in global for further processing the next tick. I'm doing something like this in the Automatic Belt Planner mod.
- Sun Jul 23, 2017 7:29 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 10532
Re: Attempt to index global 'script' (a nil value)
Can't reproduce. data.lua: data:extend({ { type = "custom-input", name = "Eco", key_sequence = "SHIFT + R", consuming = "script-only" } }) control.lua: script.on_event("Eco", function(event) game.players[event.player_index].print("foo") end...
- Mon Jul 17, 2017 4:13 pm
- Forum: Modding help
- Topic: Get Factorio version in mod
- Replies: 2
- Views: 1439
Re: Get Factorio version in mod
"base" in game.active_mods (assuming the base mod is enabled, which is somewhat likely)
- Wed Jul 12, 2017 9:04 pm
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 10532
- Sun Jul 09, 2017 10:01 am
- Forum: Modding help
- Topic: [Resolved] Creating Multiple Entities
- Replies: 12
- Views: 4048
Re: Creating Multiple Entities
That really won't make a difference there.
- Sun Jul 09, 2017 8:36 am
- Forum: Modding help
- Topic: Getting an error I just don't understand.
- Replies: 4
- Views: 1994
Re: Getting an error I just don't understand.
So... Error while loading entity prototype "Single_house" (assembling-machine): Key "crafting_categories" not found in property tree at ROOT.assembling-machine.Single_house Pretty much what it sounds like. Your "Single_house" prototype definition is missing the "cr...
- Sun Jul 09, 2017 8:20 am
- Forum: Modding help
- Topic: [Resolved] Creating Multiple Entities
- Replies: 12
- Views: 4048
Re: Creating Multiple Entities
You mean create lots of prototypes? Something like health = { 5, 10, 20 } damage = { 7, 15, 25 } for i = 1, #health do new_biter = table.deepcopy(data.raw.unit["small-biter"]) new_biter.name = "new-biter-" .. i new_biter.max_health = health[i] new_biter.attack_parameters.ammo_typ...
- Sat Jul 08, 2017 8:15 pm
- Forum: Modding help
- Topic: [Resolved] Who Killed the Biter...
- Replies: 6
- Views: 2501
Re: Who Killed the Biter...
Yes. (Be sure to check for nil since it's optional.)