Search found 344 matches

by kiba
Tue Nov 22, 2016 2:06 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571253

Re: Development and Discussion

brab wrote:
kiba wrote:Is there a way to produce tungsten powder?
Tungsten, then tungstic acid, then tungsten oxide, then tungsten powder.
There's angel's tungsten oxide, and there's vanilla bob recipe.

I want to know the recipe for angel's.
by kiba
Thu Nov 17, 2016 10:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571253

Re: Development and Discussion

Is there a way to produce tungsten powder?
by kiba
Thu Nov 03, 2016 3:30 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 316986

Re: [MOD 0.14.14] Robot Army. 0.2.3

Anybody has issues with belts snagging robots?
by kiba
Fri Sep 30, 2016 5:24 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1403823

Re: Bugs & FAQ

I figured it out.

It was not obvious where I can produce carbon.
by kiba
Thu Sep 29, 2016 6:08 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1403823

Re: Bugs & FAQ

Can't produce carbon with petrochem.

I reset the recipe and technologies, tried reloading the recipe for carbon, and tried to reload the technology stuff. Still isn't working.

Any idea?
by kiba
Thu Sep 08, 2016 9:55 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 42540

Re: [MOD 0.13.x]MagneticFloor 0.1.6

Version 0.1.6 is out. You should be able to pause or resume hoverboard mode, working around how movement code changed from 13.x to 14.x.
by kiba
Sun Sep 04, 2016 12:59 am
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 7109

Re: Event System in STDLIB

Just wondering, what's the advantage to aliasing script.on_event(...)? To me, it seems like it's just going to obscure the code so someone else doesn't understand what's happening compared to just registering the events directly. It will also be ever so slightly slower because it has to do more fun...
by kiba
Thu Sep 01, 2016 9:14 pm
Forum: Already exists
Topic: Key modifiers in on_gui_click
Replies: 16
Views: 5985

Re: Key modifiers in on_gui_click

+1 Only tweak I'd make is for consistency with way mods define keyboard shortcuts: capitalise first letter, eg. "Shift" instead of "shift" "SHIFT" - as when defining hotkeys. =) data:extend({ { type = "custom-input", name = "my-mod-hot-key", key_seq...
by kiba
Thu Sep 01, 2016 9:10 pm
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 7109

Re: Event System in STDLIB

I simplified the code, but I still haven't figure out why it isn't working or triggering.

Code: Select all

function test()
  LOG.log("asdf_asdf")
  LOG.write()
  print("test")
end

Event.register (defines.events.on_player_armor_inventory_changed, test)
by kiba
Wed Aug 31, 2016 10:38 pm
Forum: Modding help
Topic: Armor Inventory Problem
Replies: 3
Views: 2226

Re: Armor Inventory Problem

Thanks. I spent about hour or so trying to fix it before giving up and asking for help. Wish I have done earlier, but I have a tendency to try to try everything myself first before asking for help.
by kiba
Tue Aug 30, 2016 6:27 pm
Forum: Modding help
Topic: Armor Inventory Problem
Replies: 3
Views: 2226

Armor Inventory Problem

function getArmor(index) local armor = game.players[index].get_inventory(defines.inventory.player_armor)[1] return armor end function armorCheck(index) local armor = getArmor(index) if armor.grid ~= nil then return true end return false end script.on_event(defines.events.on_player_armor_inventory_c...
by kiba
Mon Aug 29, 2016 3:54 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 42540

Re: [MOD 0.13.x]MagneticFloor 0.1.5

Piece of bad news: https://forums.factorio.com/viewtopic.php?f=58&t=31623&p=200581#p200581 0.14 made a change to how you move your character around which break this mod. Unfortunately, you can no longer use WASD to break out of automatic movement. I will provide a workaround, but it won't be...
by kiba
Mon Aug 29, 2016 3:50 pm
Forum: Won't fix.
Topic: [0.14.1][Modding] Uninterruptable Movement
Replies: 7
Views: 3436

Re: [0.14.1][Modding] Uninterruptable Movement

I talked to Kovarex about this and he said he's not going to change it back. There where changes in 0.14 to reduce the amount of network traffic when walking around which results in what you're experiencing. OK. Then I'll need to decide what to do with this limitation imposed on my mod. I can't use...
by kiba
Sat Aug 27, 2016 12:47 pm
Forum: Won't fix.
Topic: [0.14.1][Modding] Uninterruptable Movement
Replies: 7
Views: 3436

Re: [0.14.1][Modding] Uninterruptable Movement

Please post steps on your first post here with steps to reproduce the issue in 0.13 and 0.14 explaining better what was happening and what is happening now. I think this might be related to some of the network packet size reduction work that was done for 0.14. I reuploaded the renamed savefile to m...
by kiba
Sat Aug 27, 2016 2:53 am
Forum: Won't fix.
Topic: [0.14.1][Modding] Uninterruptable Movement
Replies: 7
Views: 3436

Re: [0.14.1][Modding] Uninterruptable Movement

Rseding91 wrote:You've never been able to block player movement through mods. That's not a bug.
My mod's purpose is doing automation of movement, not blocking player movement.

However, in this version, my mod does block player movement. This is a new bug.
by kiba
Fri Aug 26, 2016 10:23 pm
Forum: Won't fix.
Topic: [0.14.1][Modding] Uninterruptable Movement
Replies: 7
Views: 3436

[0.14.1][Modding] Uninterruptable Movement

I wrote a mod for controlling player's movement. Part of my expectation is the ability to interrupt automated movement using WASD keys to redirect character movement elsewhere. That became not possible with 0.14.1 release. I don't know if this is a bug or intentional. I updated the current revision ...
by kiba
Fri Aug 26, 2016 10:08 pm
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 7109

Re: Event System in STDLIB

Gui.Event.register (defines.events.on_player_armor_inventory_changed, "top", test) [/code] This looks more like a mix between the gui events and the others. For non gui events it is Event.register(defines.events.on_player_armor_inventory_changed, test) Event.register lets you register mut...
by kiba
Fri Aug 26, 2016 9:41 pm
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 7109

Re: Event System in STDLIB

From what I can tell, the StdLib forms a list of all events, and assigns them each only a single function, initially just a null function that does nothing. When you call register() on that event, your code gets added to that event-function, and will run each time the event fires. In this fashion, ...
by kiba
Fri Aug 26, 2016 9:26 pm
Forum: Modding help
Topic: Event System in STDLIB
Replies: 21
Views: 7109

Event System in STDLIB

I am trying to make use of the stdlib by Afforess, but I have no idea how to use its event system. I discussed this on the stdlib's thread but nobody responded. function test() print("test") end Gui.Event.register (defines.events.on_player_armor_inventory_changed, "top", test) Lo...
by kiba
Thu Aug 25, 2016 7:05 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 51389

Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.6.0

Anybody making use of the GUI elements? I feel it's hard to figure out things if I don't have example codes to examine. Here's some test code that seems to be not working? function test() print("test") end Gui.Event.register (defines.events.on_player_armor_inventory_changed, "top"...

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