Search found 1189 matches
- 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 ...
- 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
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
- 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 ...
- 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]
- 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...
- 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" ...
- 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...
- 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...
- 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.
- 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...
- 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.
Can't believe no one has done it yet... lol
Note: it does nothing if Factorio version is below 0.15.30.
- 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...
- 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 ...
- 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.
But let's hope for the API for draggable window when the devs are improving the GUI system for 0.16.
- 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 ...
- 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. - 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
I don't know. Couldn't even open task manager.TruePikachu wrote:Does the process freeze with 0% single-core usage or 100% single-core usage?
- 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...
- 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...
- 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...