Thanks a lot! Fixed in 0.15.6 mod version.Neemys wrote:now the building is placeable
Search found 259 matches
- Tue May 23, 2017 6:26 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36688
Re: [0.15] Teleportation
- Tue May 23, 2017 6:08 pm
- Forum: Releases
- Topic: Version 0.15.13
- Replies: 49
- Views: 32386
Re: Version 0.15.13
So, maybe, let's make mod display name localizable too?0.15.13 wrote:My Mod Name instead of my-mod-name
- Mon May 22, 2017 6:12 am
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36688
Re: [0.15] Teleportation
Is there a way to change the beacon's inventory size? Currently it's limited to 2 types of items, hoping I could change something in the mod lua files but so far I don't know which part can change it. I'm using the beacon with Teleprovider chests. edit: Nevermind, found it in entity.lua, inventory ...
- Sun May 21, 2017 3:18 pm
- Forum: Modding help
- Topic: Create image dynamically
- Replies: 3
- Views: 1662
Re: Create image dynamically
I think so. Look at the base-game script for how Barreling icons are created. I am pretty sure you can copy that and use it for entities as well. data/base/data-updates Thanks for the reply. I already can create combined icons (as in exampled file), but I want to create combined entity sprites on g...
- Sat May 20, 2017 9:19 am
- Forum: Modding help
- Topic: Help reanimation mod
- Replies: 1
- Views: 707
Re: Help reanimation mod
Teleportation mod now does it.
Мой мод Teleportation уже делает это. Правда, пока не требуя энергию...
Мой мод Teleportation уже делает это. Правда, пока не требуя энергию...
- Fri May 19, 2017 11:47 pm
- Forum: Modding help
- Topic: Create image dynamically
- Replies: 3
- Views: 1662
Create image dynamically
Is there any way to create sprite for an entity prototype dynamically, combining from number of parts?
- Fri May 19, 2017 5:55 pm
- Forum: Modding interface requests
- Topic: ghost_entity.bar
- Replies: 0
- Views: 490
ghost_entity.bar
There's no simple way to get bar-value for container ghost. Only by reading a blueprint and finding a BP-part caused this entity ghost using aligns, but it's a real pain. Please add: bar :: uint [R] - value if exists or nil EDIT: Hm. I can revive the ghost, get the bar of its inventory, then destroy...
- Fri May 19, 2017 5:15 pm
- Forum: Modding help
- Topic: How to getbar for a chest ghost placed by blueprint?
- Replies: 0
- Views: 498
How to getbar for a chest ghost placed by blueprint?
Subject itself
- Mon May 15, 2017 4:32 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 321
- Views: 152721
- Fri May 12, 2017 2:27 pm
- Forum: Energy Production
- Topic: [0.15] OCD-friendly solar array, 0.932 ratio
- Replies: 14
- Views: 17893
Re: [0.15] OCD-friendly solar array, 0.932 ratio
Well, then I've got extra accus in my setups))) Thanks.DaveMcW wrote:Accumlators are not needed for the first 50 seconds of twilight, they are only needed for the last 116.67 seconds.apriori wrote:Why is ratio 0.84?
- Fri May 12, 2017 7:23 am
- Forum: Energy Production
- Topic: [0.15] OCD-friendly solar array, 0.932 ratio
- Replies: 14
- Views: 17893
Re: [0.15] OCD-friendly solar array, 0.932 ratio
Why is ratio 0.84? According to my (maybe incorrect) math it's 0.95... Calculation is attached. You can input your factory consumption in the first row to recalc.Ubertwink wrote:The "perfect" ratio is still 0.84, but I think that having an overhead in accumulators is good, if not necessary.
- Thu May 11, 2017 8:53 pm
- Forum: Technical Help
- Topic: [REQUEST] Non-case-sensitive search in logistics network
- Replies: 5
- Views: 1864
Re: [REQUEST] Non-case-sensitive search in logistics network
No, it's still case-sensitive. At least for Russian (cyrillic). Ah, non-english. I don't know if that will ever happen. We use the built-in C++ to-lower and I guess it doesn't support non-english. Dunno... When I use the built-in c++ function to lower string in Russian (my native) - it works just f...
- Thu May 11, 2017 8:38 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36688
Re: [0.15] Teleportation
Telelogistics is realized as a part of Teleportation. Update it and then enable through the mods settings menu.Airat9000 wrote:new mod?
- Thu May 11, 2017 7:25 am
- Forum: Technical Help
- Topic: [REQUEST] Non-case-sensitive search in logistics network
- Replies: 5
- Views: 1864
Re: [REQUEST] Non-case-sensitive search in logistics network
No, it's still case-sensitive. At least for Russian (cyrillic).
- Thu May 11, 2017 6:19 am
- Forum: Resolved Problems and Bugs
- Topic: 0.15.10 Infinite research text goes out of its border
- Replies: 4
- Views: 2171
Re: 0.15.10 Infinite research text goes out of its border
FactorioInstallFolder\data\core\locale\*YourLang*\
Replace line 95 (for ru) whilst:
Replace line 95 (for ru) whilst:
Code: Select all
ranged-technology-level=__1__/__2__
- Wed May 10, 2017 11:42 am
- Forum: Technical Help
- Topic: [REQUEST] Non-case-sensitive search in logistics network
- Replies: 5
- Views: 1864
[REQUEST] Non-case-sensitive search in logistics network
...in the "L"-window.
- Wed May 10, 2017 7:09 am
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 36688
Re: [0.15] Teleportation
Few issues in a current version: 1) Teleport Beacon does not show animation 2) Teleport Beacon sprite is off-center (try to shift it on X axis) 3) When using jump marker while personal teleporter does not have enough charge it displays "personal teleporter not equiped" message (or somethi...
- Tue May 09, 2017 3:44 pm
- Forum: Not a bug
- Topic: [0.15.9] Mod loading error (bad conversion)
- Replies: 4
- Views: 1775
Re: [0.15.9] Mod loading error (bad conversion)
Thanks for the answer. May be closed.
But imho it's a bug))
But imho it's a bug))
- Tue May 09, 2017 2:28 pm
- Forum: Not a bug
- Topic: [0.15.9] Mod loading error (bad conversion)
- Replies: 4
- Views: 1775
Re: [0.15.9] Mod loading error (bad conversion)
It was zipped using WinRAR.
- Tue May 09, 2017 1:47 pm
- Forum: Not a bug
- Topic: [0.15.9] Mod loading error (bad conversion)
- Replies: 4
- Views: 1775
[0.15.9] Mod loading error (bad conversion)
0.394 Error ModManager.cpp:586: Mod package read error. Error when parsing zip file "C:\Users\Gab\AppData\Roaming\Factorio\mods\Teleportation_0.15.4.zip" : bad conversion
pastebin: https://pastebin.com/eKJuwb5F
pastebin: https://pastebin.com/eKJuwb5F