Search found 947 matches

by prg
Thu Jan 18, 2018 10:03 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 37
Views: 13188

Re: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0

Yep, mod portal issue again. Mod is up now.
by prg
Wed Jan 17, 2018 11:26 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 37
Views: 13188

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 sure if I'm...
by prg
Mon Jan 15, 2018 10:26 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 37
Views: 13188

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.
by prg
Fri Nov 03, 2017 11:05 pm
Forum: Modding help
Topic: Undergroud belt input/output belt_to_ground_type
Replies: 6
Views: 656

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.
by prg
Fri Nov 03, 2017 6:26 pm
Forum: Modding help
Topic: Undergroud belt input/output belt_to_ground_type
Replies: 6
Views: 656

Re: Undergroud belt input/output belt_to_ground_type

LuaSurface.create_entity

It's just type, not belt_to_ground_type.
by prg
Tue Oct 24, 2017 8:49 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 37
Views: 13188

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...
by prg
Wed Oct 04, 2017 8:19 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 37
Views: 13188

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 ...
by prg
Sat Sep 09, 2017 1:07 pm
Forum: Gameplay Help
Topic: How to play the command after a certain time?
Replies: 3
Views: 507

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
by prg
Fri Sep 08, 2017 6:54 pm
Forum: Gameplay Help
Topic: Scenario. Remove the resource in a certain radius
Replies: 7
Views: 1215

Re: Scenario. Remove the resource in a certain radius

Because there's no "cooper-ore" in the game...
by prg
Thu Aug 31, 2017 7:13 pm
Forum: Technical Help
Topic: 0.15 lua command
Replies: 5
Views: 844

Re: 0.15 lua command

Version 0.13.0
  • game.local_player has been renamed to game.player and now works through remote calls.
by prg
Mon Aug 28, 2017 8:29 pm
Forum: Modding discussion
Topic: Recipes: name, type, amount for all recipes
Replies: 5
Views: 1068

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.
by prg
Wed Jul 26, 2017 7:49 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 37
Views: 13188

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 ...
by prg
Sun Jul 23, 2017 7:45 pm
Forum: Modding help
Topic: Function/While loop run in background
Replies: 5
Views: 562

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.
by prg
Sun Jul 23, 2017 7:29 am
Forum: Modding help
Topic: [Solved] Attempt to index global 'script' (a nil value)
Replies: 15
Views: 3052

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) Hit shift+r -> prints "foo". You aren't requiring control....
by prg
Mon Jul 17, 2017 4:13 pm
Forum: Modding help
Topic: Get Factorio version in mod
Replies: 2
Views: 330

Re: Get Factorio version in mod

"base" in game.active_mods (assuming the base mod is enabled, which is somewhat likely)
by prg
Sun Jul 09, 2017 10:01 am
Forum: Modding help
Topic: [Resolved] Creating Multiple Entities
Replies: 12
Views: 1173

Re: Creating Multiple Entities

That really won't make a difference there.
by prg
Sun Jul 09, 2017 8:36 am
Forum: Modding help
Topic: Getting an error I just don't understand.
Replies: 4
Views: 538

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 "crafting_categories" key (and a few o...
by prg
Sun Jul 09, 2017 8:20 am
Forum: Modding help
Topic: [Resolved] Creating Multiple Entities
Replies: 12
Views: 1173

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_type.action.action_deli...
by prg
Sat Jul 08, 2017 8:15 pm
Forum: Modding help
Topic: [Resolved] Who Killed the Biter...
Replies: 6
Views: 668

Re: Who Killed the Biter...

Yes. (Be sure to check for nil since it's optional.)

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