Search found 422 matches
- Sun Oct 04, 2020 7:14 pm
- Forum: Modding help
- Topic: Unable to deconstruct entity that lacks a paired item
- Replies: 14
- Views: 5244
Re: Unable to deconstruct entity that lacks a paired item
I've changed it for the next version of 0.16 so an entity that's mineable but doesn't have an item-to-place can still be deconstructed. This no longer seems to be fixed in 1.0. I remember that 0.16 worked as expected and entities that were minable without a paired item could be deconstructed by the...
- Sun Dec 31, 2017 9:24 pm
- Forum: Implemented mod requests
- Topic: Add on_player_preview_blueprint event
- Replies: 1
- Views: 3446
Add on_player_preview_blueprint event
Currently, factorio provides on_player_setup_blueprint and on_player_configured_blueprint. on_player_setup_blueprint - fires befores the blueprint is created, and includes metadata about the selected area on_player_configured_blueprint - fires after the blueprint preview gui was shown to the player,...
- Sun Dec 31, 2017 7:30 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 60801
Re: [MOD 0.12.20+] Concrete Logistics 1.1.0
I'm afraid not.Ironhair wrote:Does anything like this exist for .16?
- Sun Dec 31, 2017 7:27 pm
- Forum: Modding help
- Topic: Unable to deconstruct entity that lacks a paired item
- Replies: 14
- Views: 5244
Re: Unable to deconstruct entity that lacks a paired item
You can define an entity as mineable but have no result. The reason entities can't be deconstructed is they share a check with blueprintable in that it must have an item that builds the entity to be deconstructed. I don't think that is strictly required so I'll look into changing it to allow decons...
- Sun Dec 31, 2017 7:24 pm
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 34058
Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Yep, I am working on the 0.16 update now.fregate84 wrote:Hello,
can you upgrade your mod to work with 16 version ?
- Fri Jun 09, 2017 8:30 pm
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 34058
Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
This is a known issue with Factorio that I have discussed with Rseding, but there's no timeline for the changes to fix this.OhMods wrote:I can't get deconstruction planner to work on the radars.
- Sat May 20, 2017 6:44 pm
- Forum: Modding help
- Topic: Unable to deconstruct entity that lacks a paired item
- Replies: 14
- Views: 5244
Re: Unable to deconstruct entity that lacks a paired item
This is how I handle blueprinting and deconstructing and deconstructing a combined entity in nanobots. Might help a little bit in figuring out ways to make it work. Good to know, but my main question is about understanding how the deconstruction planner actually works. I'd at least at like to under...
- Fri May 19, 2017 9:13 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 166251
Re: Friday Facts #191 - Gui improvements
Words can not say how in favor of these improvements I am. I'm definitely on the "long time player" side of the equation, and I am constantly frustrated and re-organizing the toolbelt because it gets out of whack. The proposed changes are a massive quality of life improvement.
- Fri May 19, 2017 12:25 am
- Forum: Modding help
- Topic: Factorio Standard Library Project (link)
- Replies: 8
- Views: 5286
Re: Factorio Standard Library Project (link)
That was in control.lua that it failed in. I would love data.lua ability though. DOnt think data has the ability to write though It does (albeit to factorio-current.log and not a custom location). Until game is present (after init or load) all logs are queued up. New logs won't be printed out until...
- Fri May 19, 2017 12:23 am
- Forum: Modding help
- Topic: Unable to deconstruct entity that lacks a paired item
- Replies: 14
- Views: 5244
Unable to deconstruct entity that lacks a paired item
I am confused about how the deconstruction planner works. I have an entity that is a slightly modified deepcopy of the radar entity. No essential fields are modified. It has no associated item, which is intentional, because the entity is only spawned by control.lua scripting. As a result of this, it...
- Sat Apr 29, 2017 12:14 am
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 34058
Re: [MOD 0.15.0+] Big Brother 0.4.0 - Radar & Surveillance
I have noticed something strange - after adding latest version to map all radars have red power sign blinking when in detailed info mode. Any idea what might be causing this? Yes - it was due to an invisible entity that is used to make blueprints work. I was making it require no power, and apparent...
- Fri Apr 28, 2017 1:28 am
- Forum: Modding discussion
- Topic: Luacheck .luacheckrc for Factorio 0.15
- Replies: 7
- Views: 3200
Re: Luacheck .luacheckrc for Factorio 0.15
TIL. Cool.sparr wrote:gists are git repositories that you can fork and clone and use as submodules just like any other repo. Don't let this being a gist stop you from using it!
- Fri Apr 28, 2017 12:05 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 50621
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Yeah I have already fixed that in the repository.Nexela wrote:Havn't reported it yet, but I believe stdlib/time is still using game.raise_event (should be using script.raise_event) other than that I have not come across any issues
- Thu Apr 27, 2017 11:32 pm
- Forum: Modding discussion
- Topic: Luacheck .luacheckrc for Factorio 0.15
- Replies: 7
- Views: 3200
Re: Luacheck .luacheckrc for Factorio 0.15
Could you possibly move this to it's own github repository? I have a Makefile build workflow for my mods, and as a git repo, I would be able to easily fetch the latest revision of your luacheck as part of the build process for my mods. No pressure if you don't want to, but it would make things conve...
- Thu Apr 27, 2017 11:29 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 50621
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
As an FYI for concerned modders, early testing has not revealed any compatability issues with the current release of the standard library and Factorio 0.15. You should be able to continue to use the current release of 0.8.0 safely with Factorio 0.15. Work on the next release with a number of bug fix...
- Thu Apr 27, 2017 11:16 pm
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 34058
Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance
The update for 0.15 is out on the mod portal.Peter34 wrote:Is this mod going to get updated to 0.15?
- Wed Apr 19, 2017 11:30 pm
- Forum: Modding discussion
- Topic: [Short article] Can X-Ypoint be described by only one coord?
- Replies: 12
- Views: 7491
Re: [Short article] Can X-Ypoint be described by only one coord?
It looks like you have already solved the problem satisfactorily - but I've faced this exact question and also had a fairly similar solution. I too used the bit32 library, and packed the x,y coordinates into a 10 bit integer value. If you consider that each in-game chunk is 32x32, that means you can...
- Tue Apr 11, 2017 12:01 am
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 48557
Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
So I was just investigating the performance of this mod after having some issues with it, specifically when using construction bots to destroy large areas, and have found something kinda weird in the code. In control.lua your event handler for destroying or mining an entity does not filter the enti...
- Mon Apr 10, 2017 11:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 125931
Re: [MOD 0.12.x] Marathon 1.0.3
The Marathon mod is maintained on the mod portal. Check there.Proxy wrote:Question.
The Only Download i found in this Tread was for version 0.12...
so is there no 0.13 Version of this?
- Wed Feb 15, 2017 2:15 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 50621
Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0
Is this still up to date and maintained? If yes, do you mind if I use this as built in extra libraries, for the tool I'm making right now? Link in my signature. Yes it is. We encourage all mod developers to use stdlib in their projects wherever it is useful. Feel free to use it for tools and other ...