Search found 50 matches

by Glockshna
Fri Jan 29, 2021 9:04 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 35809

Re: Friday Facts #364 - 1.1 stable

Incredible stuff as usual!
by Glockshna
Tue Jan 26, 2021 7:17 am
Forum: Ideas and Suggestions
Topic: Paste filtered inventory on to requester interface.
Replies: 6
Views: 1159

Paste filtered inventory on to requester interface.

Hello, the idea is pretty straight forward and is most useful in modded play, so if it isn't a priority I would understand. When building an "engineering" train, I generally filter each slot in the train car to a specific item then set up requester chests to refill the train. Some mods all...
by Glockshna
Sun Dec 30, 2018 2:18 am
Forum: Ideas and Suggestions
Topic: Changeable Anchor Points for Blueprints
Replies: 34
Views: 10065

Blueprint Anchor Points

When I get to the late game I like to pre-build walled outposts and just paste them on top of the ore patch I want to tap and then connect the train line. Naturally these pre-built outposts are pretty large, and have a lot of empty space in the center. This means when I'm placing it I can't actually...
by Glockshna
Sat Jul 21, 2018 6:37 pm
Forum: Ideas and Suggestions
Topic: Interface option to automatically check "Include Station Names" on BPs
Replies: 0
Views: 602

Interface option to automatically check "Include Station Names" on BPs

Pretty much as the title says. I've more or less never wanted to copy a train station and specifically didn't want the station name included. If you don't include station names, you end up having to rename the station anyway to use it, so why not just copy the existing station name by default? Simpl...
by Glockshna
Fri Jan 27, 2017 7:44 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 30879

Re: Invert Landfill

I use the waterfill mod (Linked previously) but with the self imposed limitation that I can't use it in any way for defensive purposes.
by Glockshna
Fri Jan 27, 2017 7:12 pm
Forum: Ideas and Suggestions
Topic: Little Quirks
Replies: 132
Views: 42674

Re: Little Quirks

Some UI layering issues

The assembler info element really should be on top of the ammo element.
Image
by Glockshna
Sat Jul 16, 2016 9:24 am
Forum: Gameplay Help
Topic: What is the formula to determine the total amount oil extractable from a single node
Replies: 3
Views: 1709

Re: What is the formula to determine the total amount oil extractable from a single node

DaveMcW wrote:1. Richness is measured in %, you get 37,553,375% or 375,534 oil. This matches previous calculations.
2. In 0.13 the decay delay was increased from 75 to 150. This means twice as much oil!
derp. I knew it was something stupid.

(richness / 100) * 150

Hurpadurp
by Glockshna
Sat Jul 16, 2016 7:48 am
Forum: Gameplay Help
Topic: What is the formula to determine the total amount oil extractable from a single node
Replies: 3
Views: 1709

What is the formula to determine the total amount oil extractable from a single node

I would like to know the formula used to determine how much oil I'll get from a node of a given yield before it reaches 10% I've tried several different formulas based on the wiki's information but they all come out to (the same) ludicrous number that doesnt materialize in game. richness = 1000 cycl...
by Glockshna
Sat Jul 16, 2016 3:21 am
Forum: Implemented mod requests
Topic: Mod "Setting"/"Config" Interface
Replies: 24
Views: 13269

Re: Mod "Setting"/"Config" Interface

Posting to +1. I would like to see this implemented.
by Glockshna
Sat Jul 16, 2016 12:22 am
Forum: Modding help
Topic: indexing game.x fails in Control.lua
Replies: 6
Views: 2056

Re: indexing game.x fails in Control.lua

You can only access game through events (and not on_load either). Alright, maybe you can help me with this then. I'm trying to make my mod modular such that one can change config options to enable and disable certain parts of the mod. That being said, I don't want to have to put in 700 different re...
by Glockshna
Fri Jul 15, 2016 11:00 pm
Forum: Modding help
Topic: indexing game.x fails in Control.lua
Replies: 6
Views: 2056

Re: indexing game.x fails in Control.lua

You can only access game through events (and not on_load either). Alright, maybe you can help me with this then. I'm trying to make my mod modular such that one can change config options to enable and disable certain parts of the mod. That being said, I don't want to have to put in 700 different re...
by Glockshna
Fri Jul 15, 2016 10:02 pm
Forum: Modding help
Topic: indexing game.x fails in Control.lua
Replies: 6
Views: 2056

indexing game.x fails in Control.lua

I'm trying to modify enabled recipes in Control.lua by running the standard

Code: Select all

for i, forces in pairs(game.forces) do
    stuff
end

loop but I'm getting "attempt to index global "game" (a nil value)"

The same loop works fine in migrations. What am I missing?
by Glockshna
Thu Jul 14, 2016 3:02 am
Forum: Modding help
Topic: Productivity modules don't work on modded intermediates?
Replies: 1
Views: 1120

Productivity modules don't work on modded intermediates?

I have a intermediate product who's category is Intermediate in the prototype but I can not use productivity modules on it. Is this a bug or intended? What am I doing wrong?
by Glockshna
Tue Jul 12, 2016 3:35 am
Forum: Mod portal Discussion
Topic: [BUG] Some hyperlinks are malformed
Replies: 3
Views: 1738

Re: [BUG] Some hyperlinks are malformed

I am not familiar with markdown, but this problem seems to be common in markdown. As you can try in http://dillinger.io/ , [google](www.google.com) will also link to http://dillinger.io/www.google.com but [google](http://www.google.com) is fine. Yeah I demonstrated that in the video. It is also bro...
by Glockshna
Mon Jul 11, 2016 10:52 pm
Forum: Mod portal Discussion
Topic: [BUG] Some hyperlinks are malformed
Replies: 3
Views: 1738

[BUG] Some hyperlinks are malformed

Hyperlinks lacking "http://" or "https://" are malformed when you click them.

Here's a demonstration of the problem:

https://dl.dropboxusercontent.com/s/ka6 ... .webm?dl=0
by Glockshna
Sat Jul 09, 2016 9:39 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [13.6] Inserter filters won't copy to different inserter types
Replies: 3
Views: 2213

Re: [13.6] Inserter filters won't copy to different inserter types

Klonan wrote:Thank you for the report,
And the very nice gifs, very helpful :)
Sure! :) I found it because I'm making a mod that adds more types of inserters and filter settings won't copy across the different filter types I've added. Quite annoying.
by Glockshna
Sat Jul 09, 2016 9:27 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [13.6] Inserter filters won't copy to different inserter types
Replies: 3
Views: 2213

[Rseding91] [13.6] Inserter filters won't copy to different inserter types

Hello, When trying to copy an inserter filter from one filter inserter type to another the filter does not work until the chest the inserter is pulling out of is updated. This is most annoying when using different types of modded inserters. Reproduction Example using Vanilla Stack Filter Inserter an...
by Glockshna
Fri Jul 08, 2016 6:30 am
Forum: Mod portal Discussion
Topic: BUG: Internal Server Error when uploading images mod upload hangs
Replies: 1
Views: 1308

BUG: Internal Server Error when uploading images mod upload hangs

The mod portal just appears to be dead at the moment. When attempting to upload a mod the Gallery uploader successfully uploaded only one out of the 3 images I tried, returning "Internal Server Error" for the rest. When I clicked Submit to submit the mod the status just hung on "Uploa...
by Glockshna
Fri Jul 08, 2016 4:20 am
Forum: Modding help
Topic: Item Group Icon Size
Replies: 3
Views: 1504

Re: Item Group Icon Size

sporefreak wrote:(I could be wrong) But last i tried/checked that icon couldn't be changed.
I was forced to make smaller images for my inventory sorting mod :c
BOOO alright, that's what I was afraid of.
by Glockshna
Fri Jul 08, 2016 3:29 am
Forum: Modding help
Topic: Item Group Icon Size
Replies: 3
Views: 1504

Item Group Icon Size

Hello, I am trying to make a custom item group using a 128x icon for the tab but it's getting cut off. I have placed icon_size = 128, in the item-group prototype definition.

Any help?

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