Search found 209 matches

by WIZ4
Fri Oct 05, 2018 9:00 pm
Forum: Modding help
Topic: Create a function that will work for 10 ticks when it is called.
Replies: 5
Views: 1632

Re: Create a function that will work for 10 ticks when it is called.

function print_message_within_10_tick() if game.tick <= goal then game.print(game.tick) else script.on_event(defines.events.on_tick, nil) -- delete listener end end goal = game.tick + 10 script.on_event(defines.events.on_tick, print_message_within_10_tick) -- add listener Wow, great work! Thanks fo...
by WIZ4
Fri Oct 05, 2018 8:37 pm
Forum: Modding help
Topic: Create a function that will work for 10 ticks when it is called.
Replies: 5
Views: 1632

Create a function that will work for 10 ticks when it is called.

What are the ways to implement a function that will work for 10 ticks when it is called?
For example, I create a function that I call using the console.

Code: Select all

function print_message_within_10_tick()
game.print(game.tick)
end
How do I make this function work for 10 ticks?
by WIZ4
Fri Oct 05, 2018 8:06 pm
Forum: Modding help
Topic: [Solved] player index got nil in event on_marked_for_deconstruction
Replies: 8
Views: 1991

Re: player index got nil in event on_marked_for_deconstruction

The problem was that coal falling out of the rock was automatically marked by deconstruction. And the owner of the marker was not a player.
xr2vsoNrSok.jpg
xr2vsoNrSok.jpg (12.26 KiB) Viewed 1924 times
by WIZ4
Tue Oct 02, 2018 10:10 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Crash when creating deconstructible-tile-proxy
Replies: 1
Views: 706

[0.16.51] Crash when creating deconstructible-tile-proxy

I use this command and get crash:

Code: Select all

/c game.player.surface.create_entity{name="deconstructible-tile-proxy", position={0,0}}
This does not happen in freeplay, but appears in some scenarios. for example team-production.
factorio-current.log
(9.16 KiB) Downloaded 67 times
by WIZ4
Mon Oct 01, 2018 6:02 pm
Forum: Modding help
Topic: [Solved] player index got nil in event on_marked_for_deconstruction
Replies: 8
Views: 1991

Re: player index got nil in event on_marked_for_deconstruction

on_marked_for_deconstruction Called when an entity is marked for deconstruction with the Deconstruction planner or via script. Contains entity :: LuaEntity player_index :: uint (optional) The doc clearly states that player_index is optional. So you need to check if it actually exists. I have no ide...
by WIZ4
Mon Oct 01, 2018 5:10 pm
Forum: Modding help
Topic: [Solved] player index got nil in event on_marked_for_deconstruction
Replies: 8
Views: 1991

[Solved] player index got nil in event on_marked_for_deconstruction

Hi, I wrote a script to remove the deconstruction markers if the player has played less than 4 hours on my server. function not_deconstruct(event) local player = game.players[event.player_index] if player.online_time > 60*60*60*4 then return end player.clean_cursor() event.entity.cancel_deconstructi...
by WIZ4
Thu Sep 20, 2018 10:03 pm
Forum: Modding help
Topic: Is it possible to deactivate player-port?
Replies: 2
Views: 983

Is it possible to deactivate player-port?

Hi! I want to use the player-port for my purposes, but I'm really hampered by the fact that he is respawned my player. Is it possible to somehow disable this function using scripting and use the port as a ordinary object? I tried entity.active choose false. But it did not work. Transferring an playe...
by WIZ4
Mon Sep 10, 2018 12:32 pm
Forum: Modding help
Topic: I can not register an event
Replies: 3
Views: 1758

I can not register an event

I created a file in which I wrote a script that I had to run in the event.on_player_created. In the control.lua I also already have this event. But I do not want to move this function from mid.lua to control.lua. control.lua: require "mid" script.on_event(defines.events.on_player_created, ...
by WIZ4
Sun Aug 19, 2018 6:41 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47124

Re: Friday Facts #256 - The little things 3

rcbrito91 wrote:Does anyone know what is the pink icon on the edge of dropped item square?
infinity chest
by WIZ4
Sat Aug 11, 2018 10:33 am
Forum: Modding help
Topic: [Solved]Can not delete unused chunks
Replies: 3
Views: 1172

Re: Can not delete unused chunks

Thanks for the help, Bilka!
by WIZ4
Sat Aug 11, 2018 10:15 am
Forum: Modding help
Topic: [Solved]Can not delete unused chunks
Replies: 3
Views: 1172

[Solved]Can not delete unused chunks

Hi, i wrote this code, which should delete all the chunks except those on which there are player builds.But instead, he removes the chunks on the contrary with the players buildings. Why? function delete_chunks() local surface = game.surfaces.nauvis for chunk in surface.get_chunks() do local entitie...
by WIZ4
Fri Aug 10, 2018 4:36 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52214

Re: Friday Facts #255 - Construction tools

How about a capsule with temporary construction robots for an early game?
by WIZ4
Fri Aug 03, 2018 2:26 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82477

Re: Friday Facts #254 - No research queue for you

No research queue? Oh no, oh no, oh no no no no no!
regnum_picture_1506066268575141_big.jpg
regnum_picture_1506066268575141_big.jpg (164.11 KiB) Viewed 6955 times
by WIZ4
Mon Jul 30, 2018 4:00 pm
Forum: Ideas and Suggestions
Topic: Double-slider for personal logistic requests/trashing
Replies: 8
Views: 3278

Re: Double-slider for personal logistic requests/trashing

Devs, can we see this function in the new inventory improvements?
by WIZ4
Sun Jul 29, 2018 11:06 pm
Forum: General discussion
Topic: Best Factorio feature
Replies: 15
Views: 5180

Re: Best Factorio feature

The use of sulfur for uranium mining.This way of resource extraction looks interesting.
by WIZ4
Fri Jul 27, 2018 8:36 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 32151

Re: Friday Facts #253 - Fans & Fun

Can we count on the installation of the gate on the diagonal rails?
by WIZ4
Sun Jul 08, 2018 9:13 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55304

Re: Friday Facts #250 - Dead end conclusion

I couldn't stand the hand drawn mockup I had on my longer post. Here's a better one. Also, I'd like to suggest while you're making changes to the BP system that you can manually change the insert point of a blueprint. For instance, say that 5x5 array is 25 of the Solar Array w/ Roboport. Without us...
by WIZ4
Fri Jun 15, 2018 4:03 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 95344

Re: Version 0.16.51

The best improvement!
by WIZ4
Sat May 19, 2018 11:35 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Crash when load save version 0.13.13
Replies: 2
Views: 1349

[kovarex] [0.16.43] Crash when load save version 0.13.13

When I load the old save, I get crash
Mods were not used
pvp rezim multi.zip
(20.7 MiB) Downloaded 94 times
factorio-current.log
(3.36 KiB) Downloaded 115 times

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