Search found 1189 matches

by Mooncat
Thu Jul 27, 2017 9:42 am
Forum: Won't implement
Topic: game.surfaces[1].always_day from bool to real number
Replies: 9
Views: 2483

Re: game.surfaces[1].always_day from bool to real number

hm... but according to its description, it sounds like it is just a function converting daytime to darkness, something like return surface.daytime * DaytimeToDarknessConstant; And complete code is just if not (surface.alwaysday) then return surface.daytime * DaytimeToDarknessConstant else return 1 ...
by Mooncat
Wed Jul 26, 2017 7:11 am
Forum: Modding help
Topic: [Solved] Odd return from item.subgroup
Replies: 4
Views: 1733

Re: Odd return from item.subgroup

In addition to DaveMcW's answer:
Because you are working with control.lua, you should check http://lua-api.factorio.com/.
While item.subgroup is a string (name of the subgroup) in data phase, it is actually a LuaGroup in control.lua.
See LuaItemPrototype::subgroup
by Mooncat
Wed Jul 26, 2017 6:19 am
Forum: Won't implement
Topic: game.surfaces[1].always_day from bool to real number
Replies: 9
Views: 2483

Re: game.surfaces[1].always_day from bool to real number

So you are talking about brightness, which should be a new property rather than changing the ones that are related to daytime. Moweather introduces cloudy day that makes the surface to be darker. It is done by changing daytime. For now, you can use the same trick too as this is the only thing that ...
by Mooncat
Wed Jul 26, 2017 2:25 am
Forum: General discussion
Topic: I7-2600k vs i7-7700k single core performance
Replies: 24
Views: 10111

Re: I7-2600k vs i7-7700k single core performance

[shitpost] Try inserting some speed modules to the computer? [/shitpost]
by Mooncat
Wed Jul 26, 2017 2:16 am
Forum: Won't implement
Topic: game.surfaces[1].always_day from bool to real number
Replies: 9
Views: 2483

Re: game.surfaces[1].always_day from bool to real number

So you are talking about brightness, which should be a new property rather than changing the ones that are related to daytime. Moweather introduces cloudy day that makes the surface to be darker. It is done by changing daytime. For now, you can use the same trick too as this is the only thing that a...
by Mooncat
Tue Jul 25, 2017 3:51 am
Forum: Mod portal Discussion
Topic: My wishes for Mod Portal 2.0
Replies: 28
Views: 12492

My wishes for Mod Portal 2.0

I hope it is not too late. "My mods" - a quick way to see all of the mods made by me Notifications for new messages - not just email notification, but also "!" signs on the "My mods" button and the mods. "My posts" - something like "View your posts" ...
by Mooncat
Mon Jul 24, 2017 9:48 am
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64980

Re: Friday Facts #200 - Plans for 0.16

Although I can understand the annoyance of starting in a dense forest, I have to voice my disagreement with no trees. While in vanilla you can get by with using very little wood (small electric poles being pretty much the only requirement for having wood, and only because metal poles require resear...
by Mooncat
Mon Jul 24, 2017 2:12 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388030

Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list: Error while running event creative-mode::on_gui_click (ID 1) __creative-mode...
by Mooncat
Fri Jul 21, 2017 5:35 pm
Forum: General discussion
Topic: Landfill doesn't fit surrounding terrain (v0.15.30)
Replies: 2
Views: 1968

Re: Landfill doesn't fit surrounding terrain (v0.15.30)

Intended. While it may look odd, there is a logical (magical) explanation behind it: landfill = raise the seabed, filled with seagrasses, from below to surface.
by Mooncat
Fri Jul 21, 2017 5:13 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64980

Re: Friday Facts #200 - Plans for 0.16

"FFF is the only good thing we have" False. FFF is one of the best things we have. Why is the poor "Spider" moved so many times even though its logic was mostly completed? :( About map generation, I really hope you can fix the unplayable spawn issue (spawn on a tiny island). (Or...
by Mooncat
Fri Jul 21, 2017 4:40 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Show Resistances
Replies: 17
Views: 5313

Re: [Request] Show Resistances

https://mods.factorio.com/mods/Mooncat/ ... esistances
Can't believe no one has done it yet... lol
Note: it does nothing if Factorio version is below 0.15.30.
by Mooncat
Fri Jul 21, 2017 4:25 pm
Forum: Mods
Topic: [MOD 0.15+] Unhide Resistances v0.1.1
Replies: 2
Views: 1963

[MOD 0.15+] Unhide Resistances v0.1.1

Type: Mod Name: Unhide Resistances Description: Unhides the resistances of the interested entities if they have any. License: GNU LGPLv3 Version: 0.1.1 Release: 2017-08-10 Tested-With-Factorio-Version: 0.15.33 Category: (Info) Tags: unhide, resistances Download-Url: https://mods.factorio.com/mods/Mo...
by Mooncat
Fri Jul 21, 2017 7:49 am
Forum: Modding help
Topic: [Solved] Attempt to index global 'script' (a nil value)
Replies: 15
Views: 8766

Re: Attempt to index global 'script' (a nil value)

It will be more helpful if you can provide us the whole lua file instead of just the snippet. The error message is a bit strange. If the code is really in control.lua, "script" shouldn't be nil. But the error says it is... Right now, I can only tell that you are doing wrong with the event ...
by Mooncat
Fri Jul 21, 2017 7:12 am
Forum: General discussion
Topic: how to move GUI
Replies: 8
Views: 3993

Re: how to move GUI

GUI from mods cannot be moved. So, yea, it is hopeless right now.
But let's hope for the API for draggable window when the devs are improving the GUI system for 0.16.
by Mooncat
Tue Jul 18, 2017 11:04 pm
Forum: Resolved Problems and Bugs
Topic: Missing upper limit for character_loot_pickup_distance_bonus
Replies: 4
Views: 1384

Re: Missing upper limit for character_loot_pickup_distance_bonus

Does the process freeze with 0% single-core usage or 100% single-core usage? It would max the CPU to 100% of a single core and eat a ton of RAM :P I'll add an artificial limit to it. I also fixed the loot mechanic to not create chunks when looking for loot around the player (which is why it locked ...
by Mooncat
Tue Jul 18, 2017 8:33 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 22840

Re: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses

Released v0.4.1.
Changelog
The workaround for adding a custom bonus on the Bonuses window didn't work. :(
by Mooncat
Tue Jul 18, 2017 7:35 pm
Forum: Resolved Problems and Bugs
Topic: Missing upper limit for character_loot_pickup_distance_bonus
Replies: 4
Views: 1384

Re: Missing upper limit for character_loot_pickup_distance_bonus

TruePikachu wrote:Does the process freeze with 0% single-core usage or 100% single-core usage?
I don't know. Couldn't even open task manager.
by Mooncat
Tue Jul 18, 2017 7:19 pm
Forum: Resolved Problems and Bugs
Topic: Missing upper limit for character_loot_pickup_distance_bonus
Replies: 4
Views: 1384

Missing upper limit for character_loot_pickup_distance_bonus

Bug: Setting LuaForce.character_loot_pickup_distance_bonus to a large number can possibly freeze the computer. It may be the same as LuaControl::character_loot_pickup_distance_bonus . Steps to reproduce: Note - the following may freeze your computer, such that you may need to do a hard reboot if you...
by Mooncat
Sun Jul 16, 2017 2:51 pm
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 22190

Re: [MOD 0.15+] Color Picker 0.4.3 - Better presentation

Released v0.4.3. A small patch. The player color button is now shown correctly when loading a save that had Color Picker older than v0.4.0. If the button is not shown and you have saved the game with Color Picker v0.4.0+, please turn off Mod settings > Map > Enable player color picker, apply, and th...
by Mooncat
Sun Jul 16, 2017 1:50 pm
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 22190

Re: [MOD 0.15+] Color Picker 0.4.2 - Better presentation

Released v0.4.2. Removed the blue default color preset. Added the colors of coal, stone, iron, copper and uranium as default presets. Added default names for the default color presets. Updated the tooltip format of the color preset buttons. Updated the style of the hex color textfield for invalid va...

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