Search found 215 matches: replace game.on_load() with script.on_load()

Searched query: replace game on load| with script on load|

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by Bilka
Fri May 22, 2020 5:53 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 1415

Re: Re-opened: breaking change/fix: script.raise_event rework

The changes are coming Next week, with the mod breaking gui changes in 0.18.27 , we will also implement the script.raise_event ... calls that mods use. Based on that, I am providing you a list of how to replace your (soon to be) broken raise event calls: Direct replacement: on_entity_spawned ...
by brysamo
Sun May 10, 2020 11:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3548
Views: 612631

Re: Development and Discussion

So I'm experiencing a weird issue with transporting molten glass by train (and honestly I'm not sure if the issue lies ... save file to our github and link that post. I can start writing that script to replace fluids so it uses their default temperature everywhere. However, without any ...
by lovely_santa
Sat May 09, 2020 2:01 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3548
Views: 612631

Re: Development and Discussion

So I'm experiencing a weird issue with transporting molten glass by train (and honestly I'm not sure if the issue lies ... save file to our github and link that post. I can start writing that script to replace fluids so it uses their default temperature everywhere. However, without any ...
by lovely_santa
Fri Apr 24, 2020 8:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3548
Views: 612631

Re: Development and Discussion

I've been busy irl with university, so prepair for a long post :roll: ... I'd love to see the heavy barreling ... have access to the small petro tank that you can use to store it, or pick up and replace if you don't want to accumulate it. If I recall correctly, oxygen from air separation ...
by bobingabout
Sun Apr 12, 2020 11:29 am
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 161
Views: 7373

Re: [0.18] Please post bugs and balance issues here.

... stack traceback: __boblibrary__/recipe-functions.lua:94: in function 'replace_ingredient' ...ogistics__/prototypes/recipe/roboport-recipe-updates.lua:10: ... from __bobassembly__/graphics/icons/chemical-plant-3.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} ...
by steinio
Sun Apr 12, 2020 11:02 am
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 161
Views: 7373

Re: [0.18] Please post bugs and balance issues here.

... sprites need to have mipmap level set: 255.169 Warning! Sprite at {0,0; 32x32} from __bobassembly__/graphics/icons/chemical-plant-3.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image. 255.172 Warning! Sprite at {0,0; 32x32} ...
by Ertuit
Sat Apr 11, 2020 12:48 pm
Forum: Technical Help
Topic: [0.15.28] Noob with scripting.
Replies: 1
Views: 96

Re: [0.15.28] Noob with scripting.

Oh... Nevermind. I found the solution. I've just replace the string format by path = "timelapse/" .. string.format("%06d" , game.tick) .. ".png", And done the complete code is that (for people who need a script like that:) ) script.on_event(defines.events.on_tick, ...
by Ertuit
Fri Apr 10, 2020 9:30 pm
Forum: Technical Help
Topic: [0.15.28] Noob with scripting.
Replies: 1
Views: 96

[0.15.28] Noob with scripting.

... I started my map. Today I want to make a timelapse of this map with the replay founction. So I found the 0.15.28 version and download it ... I can enter the game with the timelapse script ( I've manage to replace the on_nth_tick on the begining of the script ).... But it instantly ...
by dee-
Mon Mar 30, 2020 12:51 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 11932

Re: Friday Facts #340 - Deep desyncs

... well enough for us for the past 7-8 years, so there was no need to replace it. Which I could not say about many other things in the game. Would ... memory -> disk, create checksum from disk-file: ChkB 3. Compare ChkA with ChkB to see if the deserialization rpdued the exact same output (so ...
by Pi-C
Fri Feb 21, 2020 11:02 am
Forum: Modding help
Topic: Self_Made_Update
Replies: 13
Views: 266

Re: Self_Made_Update

... And I didnt changed the migrations "tab" - the game had a problem with a missing "png", but I simply made a new one and gave the mod the new ... ], } On loading an old saved game, Factorio would look through it and replace the name of every entity "bi-bioreactor" with "bi-bio-reactor". Before, ...
by lovely_santa
Mon Feb 17, 2020 8:43 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3548
Views: 612631

Re: Development and Discussion

... would make it quite a bit unbalanced. I have a few suggestions: 1. Replace fluorite ore in jivolite sorting with lead, remove fluorite ore from the uranium & thorium crystallization recipe, and remove ...
by Honktown
Thu Jan 30, 2020 3:03 pm
Forum: Modding interface requests
Topic: Shield upgrade research
Replies: 3
Views: 136

Re: Shield upgrade research

... Do you lock out the old recipe and only permit the new one, but don't replace existing crafts? I'd prefer to lean towards the no-recipe side, it'd ... make it more confusing since you can't know your current shield bonus without checking the technology or having a shield inserted somewhere. On ...
by Honktown
Wed Jan 29, 2020 7:33 am
Forum: Modding discussion
Topic: How to create an empty map
Replies: 2
Views: 206

How to create an empty map

... high running speed. Chunk generation is independent of things existing within the area of the chunk already (tiles are placed, and then other things ... + y}}) end end surface.set_tiles(tiles) The above command will replace tiles in the chunk one above the player with refined concrete (-32 ...
by Honktown
Tue Jan 28, 2020 2:28 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 540

Re: Help: Activating burner leech via research

... method: Make a copy of every fucking inserter. In on_research_finished replace every fucking normal inserter in the entire world with it's leech-enabled version. Edit: Oh, and replace all assembler recipes and all inserter ...
by eradicator
Tue Jan 28, 2020 1:16 pm
Forum: Modding help
Topic: Help: Activating burner leech via research
Replies: 25
Views: 540

Re: Help: Activating burner leech via research

... method: Make a copy of every fucking inserter. In on_research_finished replace every fucking normal inserter in the entire world with it's leech-enabled version. Edit: Oh, and replace all assembler recipes and all inserter ...
by bobingabout
Wed Jan 22, 2020 10:44 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 137
Views: 14411

Re: [0.18.x] Bob's Mods: General Discussion

... material processing 4 and Oil refinery 4 research. Added Electrolyser 5 with stats of old Electrlyser 4, but with 600 health. Changed Electrolyser ... to bodies Classes 0.18.2: Added raise_built = true in the function that replaces your character entity when you choose a class. Moved the class ...
by PyroFire
Thu Dec 19, 2019 9:32 am
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 4514

Re: Breaking change/fix: script.raise_event rework - opinions wanted

... has permission to un-raise the event. It's almost like you're posting without actually reading the thread or informing yourself of what's being ... If I have a non-valid entity do I let the event go forward? Should I replace it with nil and continue the event functions? One may want to act ...
by Honktown
Thu Dec 19, 2019 1:48 am
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 4514

Re: Breaking change/fix: script.raise_event rework - opinions wanted

... If I have a non-valid entity do I let the event go forward? Should I replace it with nil and continue the event functions? One may want to act on a nil situation or non-valid ...
by mrvn
Thu Nov 28, 2019 3:56 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 4514

Re: Breaking change/fix: script.raise_event rework - opinions wanted

... game.delete_surface. It's how we get from 144 down to about 30 to start with. [\quote] And I was talking of the few remaining events that i quoted. ... I like the original proposal to basically remove script.raise_event and replace it with a few simple changes/additions which could make up any ...
by PyroFire
Thu Nov 28, 2019 1:37 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 4514

Re: Breaking change/fix: script.raise_event rework - opinions wanted

... game.delete_surface. It's how we get from 144 down to about 30 to start with. Any action taking by scripts that would normally raise an event when ... I like the original proposal to basically remove script.raise_event and replace it with a few simple changes/additions which could make up any lost ...

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