Search found 112 matches
- Thu May 25, 2017 5:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15] Attempt to use different prototype to traverse ...
- Replies: 3
- Views: 988
[0.15] Attempt to use different prototype to traverse ...
Having this error with my brand new portable chests mod (https://mods.factorio.com/mods/mickael9/portable-chests) This happens if you have a portable chest in an inventory and then try to load the save with the mod missing or disabled. It seems to be caused by the fact there is no base item of type ...
- Tue May 23, 2017 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15 API] item-request-proxy modules is not SimpleItemStack
- Replies: 4
- Views: 2559
Re: [0.15 API] item-request-proxy modules is not SimpleItemStack
The description should be updated as well, it's outdated now: modules :: dictionary string β uint: The stacks of items to be delivered to target entity from logistic network. Each stack must be table. If empty, the item request proxy won't be created. How about: modules :: dictionary string β uint: ...
- Tue May 23, 2017 8:29 pm
- Forum: Modding interface requests
- Topic: Get/set direction of currently non-rotatable entity
- Replies: 0
- Views: 510
Get/set direction of currently non-rotatable entity
Some entities such as the assembling table have no direction unless we change their settings (eg set it to a fluid recipe). When in that state, the direction property always returns 0 and assignments to it are ignored. But the entity actually has a direction, it's just not exposed. If you set a flui...
- Sun May 21, 2017 4:13 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202539
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
@Rseding91: yeah, but this mod also does it for non-logistic chests too
Anyway, I've fixed the mod so it works in 0.15
Anyway, I've fixed the mod so it works in 0.15
- Sat May 20, 2017 10:09 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
- Replies: 42
- Views: 14941
Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
If we can't request a particular string in a particular locale because not all players need to have the same locales installed then perhaps we can have a function to get the English localised name? That would still be better than what we have now. There are quite a lot of items where the internal n...
- Sat May 20, 2017 9:49 pm
- Forum: Modding interface requests
- Topic: A sortable & filterable table widget
- Replies: 1
- Views: 1275
A sortable & filterable table widget
I just read this topic about the need to get the translated text as needed to the player for sorting & filtering purposes. I think this use case could be covered by a new special table widget with client-side-only filtering and sorting abilities. Proposal: The client code filters and sorts rows ...
- Sat May 20, 2017 12:43 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Hi, i've enabled instant blueprints but if another mod places ghosts they are not revived. As workaround i instant request the items and my personal roboport build it. Is it possible to get this ghosts also build instantly? Greetings, steinio. My guess is that this mod doesn't raise the on_built_en...
- Fri May 19, 2017 10:14 pm
- Forum: General discussion
- Topic: level.dat format
- Replies: 8
- Views: 9404
Re: level.dat format
After some reverse engineering I wrote this parser in Python, it should work with all saves that can be loaded by Factorio 0.15. https://gist.github.com/mickael9/5dbdb926d3a800bc0b9badf0cc1d5a9f Sample output: /home/mickael/.factorio/saves/test.zip: base_mod: base campaign: '' current_version: 0.15....
- Fri May 19, 2017 8:05 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
I tried your mod. I don't see the need to do anything for item requests? The modules are automatically inserted correctly when instant blueprint is turned on. Or did I get your message wrong? BTW, I love your idea of one-time blueprint! I will keep it in my personal mod pack. :D Well, I'm adding th...
- Thu May 18, 2017 6:05 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
@Mooncat: would you consider adding support for item-request-proxy items in your on_built_entity handler? My mod (cut-and-paste) would benefit from it May I have more information about this? What should I do for item-request-proxy? :) Ideally, you'd just insert the items from itemProxy.item_request...
- Thu May 18, 2017 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15 API] item-request-proxy modules is not SimpleItemStack
- Replies: 4
- Views: 2559
Re: [0.15 API] item-request-proxy modules is not SimpleItemStack
I think there has been some misunderstanding because I just tested and Factorio 0.15.12 only accepts the old format and the docs are even more incorrect. Let me sum it up. This is what the game accepts in both 0.15.11 and 0.15.12: surface.create_entity{ name = "item-request-proxy", modules...
- Thu May 18, 2017 5:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15] [Harkonnen] Controls are reset when starting in headless mode
- Replies: 1
- Views: 1697
[0.15] [Harkonnen] Controls are reset when starting in headless mode
If you start a factorio in headless mode, it will nuke the [controls] section of the config.ini file. This can easilly be reproduced: Start Factorio normally. Change some controls. Exit. Run the same Factorio binary in headless mode (eg factorio --create /tmp/dummy or factorio --start-server /tmp/du...
- Wed May 17, 2017 3:54 am
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43262
Re: Simple property requests (something that exists but has no way to read/write it)
item-request-proxy
proxy_target :: LuaEntity
- Tue May 16, 2017 10:36 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11
@Mooncat: would you consider adding support for item-request-proxy items in your on_built_entity handler? My mod (cut-and-paste) would benefit from it
- Tue May 16, 2017 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15 API] item-request-proxy modules is not SimpleItemStack
- Replies: 4
- Views: 2559
[0.15 API] item-request-proxy modules is not SimpleItemStack
LuaEntity::create_entity documentation states that the modules property is an array of SimpleItemStack. This is not true because the module format is { item = 'name', count = 42 } rather than { name = 'name', count = 42 } I personally think that this should be replaced with a item_requests property...
- Tue May 16, 2017 5:25 pm
- Forum: Modding interface requests
- Topic: Save/restore a single entity settings
- Replies: 0
- Views: 439
Save/restore a single entity settings
Right now, if you have an entity that you want to copy somewhere, you need the original entity to exist to be able to copy it ( copy_settings require the source LuaEntity) or you need to manually deep copy the entity's properties to manually copy them (assuming they're exposed) as some aren't intros...
- Tue May 16, 2017 3:18 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!
My fix for Factorio 0.15.11 I don't think the fluid source needs an input box at all, so I just removed it (it was complaining because production_type wasn't set) --- prototypes/entity.lua +++ prototypes/entity.lua @@ -1248,12 +1248,6 @@ fluid_boxes = { { - pipe_covers = pipecoverspictures(), - base...
- Thu May 11, 2017 12:39 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
I don't see why it wouldn't be safe, I hardly changed anything (just added missing properties to the prototypes) --- prototypes/entity.lua +++ prototypes/entity.lua @@ -397,6 +397,16 @@ }, production_type = "input-output" }, + fluid_input = + { + name = "water", + amount = 0.0 + ...
- Wed May 10, 2017 10:47 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387604
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
I've fixed the issue (version number stays same so you'll get official update from Mooncat when it comes)
But the void fluid only voids water now. Since when do boilers only accept water?
But the void fluid only voids water now. Since when do boilers only accept water?
- Fri May 05, 2017 7:55 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 62686
Re: [0.15] Mod setting/config interface - give your input
Did I miss something or we can't have a multiple choice combo box setting (string or int type) with localized values?