Search found 154 matches

by mknejp
Tue Sep 20, 2016 3:57 pm
Forum: Questions, reviews and ratings
Topic: Mod numbering convention
Replies: 4
Views: 1969

Re: Mod numbering convention

Instead of basing my versions around Factorio or semantic I am trying to base them around the save game as that seems more useful to the player <savegame compatible>.<production compatible>.<update> Increments in the right number should only indicate new features, bugfixes, other changes, etc. Incre...
by mknejp
Tue Sep 20, 2016 3:39 pm
Forum: Modding help
Topic: What are the possible equipment shape types
Replies: 2
Views: 814

What are the possible equipment shape types

I noticed that the shape of equipment prototypes has a type = "full" entry. I couldn't find any documentation for this field. Are there any other options available?
by mknejp
Tue Sep 20, 2016 2:25 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42376

Re: [MOD 0.14.2] Electric vehicles

Edit: I've added this file to your electric_vehicles. It turned my FARLs into hybrids and remains compatible with VehiclesEquipment. for i, obj in pairs(data.raw["locomotive"]) do if obj.name == "farl" then obj.equipment_grid = "electric-vehicles-electric-locomotive" o...
by mknejp
Mon Sep 19, 2016 1:29 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

Wireless Charging lib uses ~0.8 UPS per charging wagon/locomotive which sums up pretty fast to unplayable UPS in large rail networks. My first guess is the many for loops and two calls to find entities are responsible. Can't you simplify the whole process by rotating the BoundingBox according to en...
by mknejp
Sun Sep 18, 2016 5:08 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 63060

Re: [0.12]Ideas, suggestions & discussion

An idea that came up when trying to make Electric Vehicles compatible with FARL: Instead of (or in addition to) a fixed FARL locomotive have a "FARL equipment" item that can be placed in any locomotive with an equipment grid and turns it into a FARL. That allows for easier integration with...
by mknejp
Sun Sep 18, 2016 4:41 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42376

Re: [MOD 0.14.2] Electric vehicles

If FARL has an equipment grid I can make it compatible, but I assume they are hooking up to their locomotive's prototype name, so creating a new one might cause problems. On the other hand with equipment grids they could create a "FARL equipment" that would allow every locomotive to become...
by mknejp
Sun Sep 18, 2016 12:32 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

I tried to get stations and coils working with players power armor too. apart from that I only tweaked some things around: - changed lo-power-induction-coil and hi-power-induction-coil to 2x2 grid size - lo-power-induction-rail uses lo-power-induction-coil instead of lo-power-induction-station - re...
by mknejp
Sun Sep 18, 2016 12:29 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

Ratzap wrote:
mknejp wrote:But it starts with 0.3.2?
Yes, it did. We haven't even built any electric vehicles, we're just getting teched up.
Oh man I just noticed that's an electric-vehicles-lib error. I was looking in the wrong mod the whole time ripping my hair out because of an impossible error. Fixed in EV 0.3.3
by mknejp
Sun Sep 18, 2016 11:50 am
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

But it starts with 0.3.2?
by mknejp
Sun Sep 18, 2016 10:46 am
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

Ratzap wrote:We keep getting server crashes (0.14.7 headless) when putting equipment into armour:
Give 0.3.3 a try
by mknejp
Sun Sep 18, 2016 10:20 am
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

Optera wrote:I traced the bug down to me running a modified version of wireless_charging under different namespace when placing those stations. :oops:
What did you modify? Maybe it could be part of the main mod.
by mknejp
Sat Sep 17, 2016 6:20 pm
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 11669

Re: [MOD 0.14] Personal Roboport Switch

Always-on / area-controlled / Always-off? While I'm at it, how possible would it be to have an option for the player to inherit the "roboport-while-moving" property of the vehicle he is in? That no longer makes it a simple toggle but multiple options you have to cycle through, and that me...
by mknejp
Sat Sep 17, 2016 3:36 pm
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 11669

Re: [MOD 0.14] Personal Roboport Switch

It wasn't clear from the description if this is a feature request or already supported -- Is there is regular 'disable' option? Like, just turn roboports off, regardless of the surrounding coverage? My biggest problem is with suicidal construction bots, so being able to manually completely turn the...
by mknejp
Sat Sep 17, 2016 3:35 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42376

Re: [MOD 0.14.2] Electric vehicles

Iorek wrote:"exoskeletons make trains go faster"
really?
I was told this was currently not working?
Not faster, but more powerful.
Iorek wrote:one small question, Why use

Code: Select all

math.ceil(150 / 60) .. "kJ"
instead of "2kj"
Because it's generated from preprocessed files
by mknejp
Sat Sep 17, 2016 1:22 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

Can you provide me with the save and mods? Regardless what versions I use to place or mine the rails I can't get that error to show up. I have a version prepared that does some validation when loaded and should remove broken rails but I need a save that actually has broken rails to make sure it work...
by mknejp
Sat Sep 17, 2016 12:48 am
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 11669

Re: [MOD 0.14] Personal Roboport Switch

Hej, Can you make some functionality that lets me use ONLY my own personal roboport and not that of my network? This will come in handy if I'm constructing something small or experimenting with an 8-belt balancer or something so the materials don't have to come from a mile away which takes ages. Or...
by mknejp
Fri Sep 16, 2016 9:10 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

You can mine induction rails from under a train causing the game to crash. Uhm no you can't. At least you shouldn't. Do you have reproduction steps for this? There are specific safeguards in place to make sure you can't do just that. If the game actually crashes that's something for the bug report ...
by mknejp
Fri Sep 16, 2016 8:49 pm
Forum: Mod portal Discussion
Topic: Automatic dependency download
Replies: 6
Views: 4896

Automatic dependency download

I was very sad when I realized the in-game mod manager wouldn't automatically download mandatory dependencies of mods. Imagine this: 1. Oh shiny mod, let's install it. 2. Forced restart of client. 3. Start new game. Why's the mod not working? Oh, it has a dependency. OK. 4. Install the dependency. 5...
by mknejp
Fri Sep 16, 2016 6:22 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29719

Re: [MOD 0.14.2] Wireless Charging

keryja wrote:Both this and Electric Vehicles no longer load because info.json can not be found, due to it being one folder too deep, for example: wireless-charging_0.3.1/wireless-charging/info.json while it should be wireless-charging_0.3.1/info.json
It's fixed now.
by mknejp
Fri Sep 16, 2016 6:21 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42376

Re: [MOD 0.14.2] Electric vehicles

Looks like your latest updates are broken (for all three recently updated mods). All of the files except for the LICENSE file are in an additional level of directory, so Factorio can't find the info.json. Well damn, that's what happens when you do last minute changes to your package scripts. It's f...

Go to advanced search