Search found 91 matches
- Tue May 17, 2016 2:21 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Custom Grid Emitter v1.0.1
- Replies: 7
- Views: 15276
Re: [MOD 0.12.22] Custom Grid Emitter v1.0.1
:thumbs up: for this mod. After my first use case i must say - simple but brilliant idea. With this aligning my second reactor block was as easy as falling off a log. Don't know if it's possible to stretch the grid to one side. Now i use two emitters to enlarge the grid, what is no problem. Greetin...
- Mon May 09, 2016 5:40 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
kds, Do you have the source on github or something? I'd like to provide some pulls to you. Can I help you out with that? Then people can decide to use the WIP builds if they want. Unfortunately, I've never thought about using any version control for my mods before. One week ago I started to reorgan...
- Mon May 09, 2016 11:41 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
There seems to be a bug with handling deconstruction planner if one of the players is dead. Here is bug report that interested me: https://www.reddit.com/r/factorio/comments/4hx6zw/trains_kill_our_server/ . Basically if a player is dead LuaPlayer.cursor_stack is nil and the game crashes when trying...
- Thu Apr 28, 2016 7:32 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
So I did a bit of tinkering and got the mod to load up. I can make the planner itself and the GUI is there. However when I use the mod I get this error. "Error while running the event handler: __upgrade-planner__/control.lua:394: LuaitemPrototype doesnt' contain key localised_name." Hey, ...
- Tue Apr 26, 2016 3:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
I'm on 12.5 now and it's still not working. I'm probably just doing something wrong. My other 15ish mods work just fine though. Hm I should have the previous versions of this mods somewhere, so if you really don't want to update Factorio to the latest version, I can look for it and upload it here -...
- Mon Apr 25, 2016 10:33 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
If you have any questions about this patch, please feel free to ask. Ah, I didn't know that stacks is nil when player is dead. I'll try to fix it soon. Any chance of this mod working with 12.3? Would really love to give this one a go. I don't understand, why can't you update your Factorio to a newe...
- Sat Apr 23, 2016 7:41 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Crashes when clicking the icon. https://forums.factorio.com/viewtopic.php?f=92&t=23680&p=150264#p150264 Factorio 0.12.29 UP 1.1.19 Mod iconizer 1.0.0 Hm it looks like there is a confilct with Mod iconicer, I've never used it, so it is hard to tell what is going on. I'll try to look into it....
- Sat Apr 23, 2016 7:35 pm
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 39667
Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
BUG: I'm getting this crash error when trying to clear the turret range, I first press right click and then once i press left click it will give me this error. I'm not clicking on a turret btw. What version of Factorio are you using? Any mods? I've tried but I can't reproduce this error, everything...
- Tue Mar 29, 2016 1:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209122
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Nope, bots must deconstruct a belt that is being replaced first, and before deconstructing they have to empty it.sodyaler wrote:Just a question. Is there any way to get the bots to replace belts without them having to empty whats on the belt first? Just like how it's done when manually upgrading belts.
- Tue Mar 15, 2016 5:31 pm
- Forum: Modding help
- Topic: Close GUI of entity indicated by player.opened
- Replies: 0
- Views: 880
Close GUI of entity indicated by player.opened
As title says, I'm looking for a way to forcibly close GUI of player.opened entity. I'm affraid it can't be done, but perhaps there is something that I've missed?
- Fri Feb 26, 2016 8:02 am
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 39667
Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Generating sprites to display turret range from 1 to - lets say - 256 is not a problem. The problem is with displaying it. Factorio doesn't display sprites that don't fit on the screen, so sprites for long range turrets would never be displayed. You can see it even in the vanilla game when it comes ...
- Fri Feb 26, 2016 2:27 am
- Forum: Mods
- Topic: [MOD 0.12.22] Player Tunnels
- Replies: 7
- Views: 6799
Re: [MOD 0.12.22] Player Tunnels
Ah, why haven't I thought of that (especially considering that I use similar technique in my custom grid mod)? Thank you, I will definitely try to do it this way.Dr. Walrus wrote:You could also use pipe-to-ground entities and just remove the pipe connection for the above ground pipe.
- Tue Feb 23, 2016 5:31 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Player Tunnels
- Replies: 7
- Views: 6799
Re: [MOD 0.12.22] Player Tunnels
interesting mod, I have some suggestions though : rather than manually checking the position of the player with the last position, why don't you check the player walking state ? if the tunnel will work event though there is no power, why use an assembling machine as the base prototype ? why not jus...
- Thu Feb 18, 2016 9:54 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Player Tunnels
- Replies: 7
- Views: 6799
[MOD 0.12.22] Player Tunnels
Type: Mod Name: Player Tunnels Description: Adds a new entity - Tunnel - that can be used by player to pass entities like rails, pipes etc. LIcense: Public Domain Version: 0.0.1 Release: 2016-02-18 Tested-With-Factorio-Version: 0.12.22 Category: Helper Tags: tunnel Download-Url: player-tunnels_0.0....
- Fri Feb 12, 2016 4:02 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Custom Grid Emitter v1.0.1
- Replies: 7
- Views: 15276
Re: [MOD 0.12.22] Custom Grid Emitter
In multiplayer, will both players see all emitted grids? I did not test it in multiplayer yet, but I'm rather sure that it will work exactly as you described. Edit: I uploaded version 1.0.1 of this mod with a fix for a bug related to loading game with Grid Emitters placed on the map. Edit 2: It app...
- Fri Feb 12, 2016 12:16 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Custom Grid Emitter v1.0.1
- Replies: 7
- Views: 15276
[MOD 0.12.22] Custom Grid Emitter v1.0.1
Type: Mod Name: Custom Grid Emitter Description: Adds a new entity that can be used to display multiple, customizable grids on the map. LIcense: Public Domain Version: 1.0.0 Release: 2016-02-12 Tested-With-Factorio-Version: 0.12.22 Category: Helper Tags: grid Download-Url: custom-grid-emitter_1.0.2...
- Tue Feb 02, 2016 8:55 pm
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 39667
Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Any way to make this a proper circle (like when you have a grenade equipped) ... Yes, there is a way to make it a proper circle - but, as I said earlier in this thread that would require me to create hundreds of circle sprites with different sizes, because I can't just draw any circle on the screen...
- Mon Feb 01, 2016 5:53 pm
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 39667
Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
I will have to look into it, but I think it is possible. I will try to do something about that and report backRanakastrasz wrote:Would it be possible to make the item a modified grenade type item, such thar you can use it any range?
- Fri Jan 29, 2016 2:18 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48454
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.2.0
Yeah, it does make a sense - and now I will have to fix my mod, because it is assuming that there are no other deconstruction planners than the one that comes with the base game :) the downside to this general approach is, that two default deconstruction planners can't be used simultaneously anymore...
- Thu Jan 28, 2016 10:26 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 48454
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.2.0
Concerning the multiplayer, how would that help me, to know if anybody else got a deconstruction planner in his stack? I can't really keep track of who is deconstructing what just to see if there is some overlap, or is there another way? This part of code in your mod rises a problem (three problems...