Search found 1356 matches

by Pi-C
Sat Nov 12, 2022 2:47 pm
Forum: Modding help
Topic: Dectorio - free decorative recipes not working as wanted
Replies: 1
Views: 75

Re: Dectorio - free decorative recipes not working as wanted

The mod seems to gather the recipe ingredients based on the entity it wants to create a recipe for. I've tried to both set this to zero by: table.insert(ingredients, {result.name, result.amount_max * 0}) (multiplying by zero) This doesn't work because you add new ingredients with amount 0. Instead,...
by Pi-C
Wed Nov 09, 2022 10:20 pm
Forum: General discussion
Topic: I don't know why 'factorio' makes such a fuss about "leeching"
Replies: 13
Views: 1184

Re: I don't know why 'factorio' makes such a fuss about "leeching"

2. That there is some 'feature' called allow_burner_leech = true/false, but it can't be simply set to true/false via the command line console. You can use inserter.prototype.allow_burner_leech to read whether an inserter can leech fuel. However, the property can only be changed in the prototype, wh...
by Pi-C
Wed Nov 09, 2022 8:36 am
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 12391

Re: [One Line Suggestions]

Regarding dependencies: It's useful to see what other mods a mod depends on. As the mod names are links to the respective mod page, it's easy to use "Open in new tab" and check out those mods without trouble. However, sometimes a long list of dependencies may become a nuisance (e.g. when y...
by Pi-C
Mon Nov 07, 2022 7:42 am
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 25
Views: 1326

Re: Remove Expensive Mode

I don't (off-hand) see any real reason why expensive mode couldn't be a simple multiplier, and then if really needed, a flag for those things that should be excluded. Expensive mode just using more of the same ingredients as normal mode is boring. The way it's working now, you could add new ingredi...
by Pi-C
Mon Nov 07, 2022 7:20 am
Forum: Not a bug
Topic: [1.1.70] Blue inserter stuck in a "flickering" movement and not feeding turret
Replies: 3
Views: 166

Re: [1.1.70] Blue inserter stuck in a "flickering" movement and not feeding turret

@courtjus: Even with low power, the inserter would work if it didn't try to pick up ammo from a curved belt. You can't move the inserter one tile to the left (that's out of reach of your power pole), but you can add a straight belt:
Screenshot at 2022-11-06 20-38-57.png
Screenshot at 2022-11-06 20-38-57.png (219.17 KiB) Viewed 105 times
by Pi-C
Sun Nov 06, 2022 7:34 am
Forum: Modding interface requests
Topic: API Docs Visual Refresh
Replies: 4
Views: 255

Re: API Docs Visual Refresh

The site looks weird with qutebrowser . Apparently, there is a table with column for name, type, and description. Most of the time, the last column is duplicated on a new line. This doesn't happen if only the first column contains text -- see the red box in the screenshot: api-site.png Torbrowser di...
by Pi-C
Sat Nov 05, 2022 6:33 pm
Forum: Modding interface requests
Topic: API Docs Visual Refresh
Replies: 4
Views: 255

Re: API Docs Visual Refresh

There used to be a button that would allow to sort the list of properties/methods alphabetically. I've used that a lot because the natural order seems quite arbitrary, which makes it easy to miss a property while scanning the list. Could we get that button back, please?
by Pi-C
Tue Nov 01, 2022 3:05 pm
Forum: Modding help
Topic: create_build_effect_smoke on teleporting to other surface
Replies: 3
Views: 145

Re: create_build_effect_smoke on teleporting to other surface

Amazing, it has already been fixed! :-D
by Pi-C
Tue Nov 01, 2022 11:36 am
Forum: Modding help
Topic: create_build_effect_smoke on teleporting to other surface
Replies: 3
Views: 145

Re: create_build_effect_smoke on teleporting to other surface

Stringweasel wrote:
Tue Nov 01, 2022 11:16 am
This might be a bug, could cross post it there :)
Done. Thanks for the suggestion! :-)
by Pi-C
Tue Nov 01, 2022 11:34 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] Teleporting entity to other surface adds create_build_effect_smoke
Replies: 2
Views: 523

[Rseding] Teleporting entity to other surface adds create_build_effect_smoke

I've originally posted this here in the Modding help subforum. Stringweasel suggested this may be a bug, therefore I'm crossposting here again: My mod allows to teleport vehicles. If the destination is on the same surface as the vehicle, it is just moved there normally. However, when it is teleporte...
by Pi-C
Tue Nov 01, 2022 8:27 am
Forum: Modding help
Topic: create_build_effect_smoke on teleporting to other surface
Replies: 3
Views: 145

create_build_effect_smoke on teleporting to other surface

My mod allows to teleport vehicles. If the destination is on the same surface as the vehicle, it is just moved there normally. However, when it is teleported to a different surface, I see the build-effect smoke -- just as if it was placed by surface.create_entity{…, create_build_effect_smoke = true,...
by Pi-C
Mon Oct 31, 2022 12:05 am
Forum: Ideas and Requests For Mods
Topic: Signals as items
Replies: 1
Views: 139

Re: Signals as items

I thougt why not use Signals as items in the logisitc-Network.... so my outline would be catch all signals -> translate them to items and a recipe to build I've already made the reverse for a mod I'm working on: In data-final-fixes, I create 2 virtual signals for all items that are the result of a ...
by Pi-C
Sun Oct 30, 2022 1:03 pm
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 410

Re: Another forces mod

Hey Pi-C, It's working!!!! Thank you, thank you, thank you. You're welcome! I have been trying to figure this out all day and see if I could learn to do it myself as it was bugging the hell out of me not being able to do it. Or understand enough that the blocks of code were in the wrong place. Basi...
by Pi-C
Sun Oct 30, 2022 11:02 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 410

Re: Another forces mod

Hi Pi-C, I've just added it to the control.lua but the issue's still there. I checked via the editor and it's making a new force each time I join with a different number on the end and keeping the old numbers as well. It initially made "pinecoffin" but after that they're 'MODNAME-PLAYERNA...
by Pi-C
Sat Oct 29, 2022 4:15 pm
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 410

Re: Another forces mod

Hi Pi-C, I thought about adding the extra stuff with the research but most of the people I play with regularly would prefer to do their own from scratch. We're all wierd. ;-) If you make your mod more general, it will appeal to more players. You could make that an option, based on a startup setting...
by Pi-C
Thu Oct 27, 2022 11:49 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 410

Re: Another forces mod

Hi again Pi-C, You are amazing. Thank you so much for setting this up, I've wanted this exact setup for years! Glad you like it! If you're happy for me to I'll upload it to the mod portal giving you full credit, unless you want to upload it yourself. Sure, go ahead and play around with it! I alread...
by Pi-C
Thu Oct 27, 2022 8:59 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 410

Re: Another forces mod

Sadly when I run your mod I get the below error (I couldn't think what to call it so Coop Play it is for now.: [ The mod Coop Play (0.1.0) caused a non-recoverable error. Please report this error to the mod author. Error while running event coop-play::on_player_joined_game (ID 45) LuaForce doesn't ...
by Pi-C
Wed Oct 26, 2022 4:13 pm
Forum: General discussion
Topic: Why are you guys so pressed?
Replies: 16
Views: 1723

Re: Why are you guys so pressed?

A delayed game is eventually good, but a rushed game is always bad. Is English or German your first language? Just asking because "eventually" ("schließlich"/"letztendlich") doesn't have the same meaning as the German "eventuell" ("perhaps"). :-)
by Pi-C
Wed Oct 26, 2022 4:02 pm
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 410

Re: Another forces mod

All players start in the same location, at the crash site. When a new player joins the server the mod creates a new force called the players name and moves the player to this force. The mod makes the new forces 'friends' including with the 'player' force. The mod enables 'cease fire' with the new f...

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