Search found 1183 matches

by Mooncat
Mon Jul 11, 2016 5:49 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279976

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Creative mode recipes getting enabled on load? I said no to all at the start of this game and don't recall seeing the creative tab. But today I noticed the creative tab is there. I have used the mod in other saves, but this save has it off. Believe I started it after the popup was added, for sure o...
by Mooncat
Mon Jul 11, 2016 5:42 pm
Forum: Releases
Topic: Version 0.13.8
Replies: 39
Views: 27591

Re: Version 0.13.8

I have played 0.13.7 once, and now it is 0.13.8. :o
by Mooncat
Mon Jul 11, 2016 4:19 pm
Forum: Mod portal Discussion
Topic: author naming his mods 00xxxxx ...
Replies: 20
Views: 5275

Re: author naming his mods 00xxxxx ...

Rather than sorting the mods according to their names or popularity by default, I would suggest sorting them by last update by default. This way, some not-so-popular but interesting mods can also get into the first page when they are updated. It makes sure the author has really made effort to improv...
by Mooncat
Mon Jul 11, 2016 3:30 pm
Forum: Mod portal Discussion
Topic: BUG: Internal Server Error when uploading images mod upload hangs
Replies: 1
Views: 864

Re: BUG: Internal Server Error when uploading images mod upload hangs

Yes! I am having this problem right now! And even worse: "You have 10 unused uploaded files." I just wanted to update the images. At first, I uploaded them one by one. That was OK. Then, I dragged 2 images to it. Error messages were shown on the images after a few seconds. When I clicked s...
by Mooncat
Mon Jul 11, 2016 3:36 am
Forum: Modding discussion
Topic: [Solved] Can we print colored message on console?
Replies: 5
Views: 1377

[Solved] Can we print colored message on console?

As the title asked, can we print colored message on console using player.print(message)? Or, are there other functions we can use to create message on console? Answer: no, you can't. But because I don't really need this feature for now, no request has been made. If you want this, feel free to propos...
by Mooncat
Mon Jul 11, 2016 2:36 am
Forum: Modding discussion
Topic: My interesting findings on LuaTransportLine.insert_at...
Replies: 8
Views: 2956

Re: My interesting findings on LuaTransportLine.insert_at...

jorgenRe wrote:Interesting indeed :ugeek:
Yes, also frustrating at the same time if you don't know this before trying to make compressed belt. :lol:
by Mooncat
Mon Jul 11, 2016 2:22 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279976

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Creative mode recipes getting enabled on load? I said no to all at the start of this game and don't recall seeing the creative tab. But today I noticed the creative tab is there. I have used the mod in other saves, but this save has it off. Believe I started it after the popup was added, for sure o...
by Mooncat
Sun Jul 10, 2016 9:58 am
Forum: Mods
Topic: [MOD 0.12.11+] Torches
Replies: 27
Views: 28684

Re: [MOD 0.12.11+] Torches

Klonan wrote:I have updated the mod: https://mods.factorio.com/mods/Klonan/Torches
Thanks a lot. :D
by Mooncat
Sun Jul 10, 2016 9:57 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 167737

Re: [MOD 0.12.16] Upgrade planner - v1.1.9

Slayer1557 wrote:https://mods.factorio.com/mods/Slayer15 ... de-planner
I updated this for 0.13.6
Thanks for updating this amazing mod. :D
by Mooncat
Sun Jul 10, 2016 9:42 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279976

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Sounds good! The passive provider with all items really helps when you just want an infinite source of everything to build you base. But since I'm building a bot base I often need to exclude certain things that my factory actually build by itself and that should only come from production (so that f...
by Mooncat
Sun Jul 10, 2016 8:15 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279976

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Thanks for your support. Let me answer your questions one by one. ;) The passive provider with all items really helps when you just want an infinite source of everything to build you base. But since I'm building a bot base I often need to exclude certain things that my factory actually build by itse...
by Mooncat
Sat Jul 09, 2016 8:45 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 2145

Re: [Solved] How do I know is entity enabled/disabled?

The problem is solved. I have written the function to detect whether an inserter entity is enabled/disabled. The solution is on the first post. ;)
by Mooncat
Sat Jul 09, 2016 8:34 pm
Forum: Modding discussion
Topic: My interesting findings on LuaTransportLine.insert_at...
Replies: 8
Views: 2956

My interesting findings on LuaTransportLine.insert_at...

Introduction During the development of Creative Mode , Zeblote and I discovered that LuaTransportLine.insert_at_back(items) cannot create a compressed belt. The combination of can_insert_at(0.9) and insert_at(0.9, items) seems to be able to make the belt more compress, but then Zeblote later found ...
by Mooncat
Fri Jul 08, 2016 6:01 pm
Forum: Implemented mod requests
Topic: Request for on_entity_gui_opened, on_entity_gui_closed
Replies: 3
Views: 777

Re: Request for on_entity_gui_opened, on_entity_gui_closed

Beat you to it once again :D https://forums.factorio.com/viewtopic.php?f=28&t=24669 https://s-media-cache-ak0.pinimg.com/564x/95/eb/98/95eb98e44a9c3efd5defc8b95defbceb.jpg hm... Do you think we would also need to request APIs for making draggable GUI? I haven't seen any mod that have draggable ...
by Mooncat
Fri Jul 08, 2016 6:37 am
Forum: Modding discussion
Topic: Register entity-related events in entity instead of script?
Replies: 2
Views: 859

Re: Register entity-related events in entity instead of script?

I would even go further and create a way so that we can set an even handler function in the data.lua directly on the entity. Yes, this can be an additional option. Registering the handlers in contorl.lua can give more control on specifying entities according to player, force, build time, etc. But i...
by Mooncat
Fri Jul 08, 2016 4:42 am
Forum: Modding discussion
Topic: Register entity-related events in entity instead of script?
Replies: 2
Views: 859

Register entity-related events in entity instead of script?

I had ideas of requesting events like on_entity_inventory_changed - fired when an item is picked from or inserted into an entity's inventory. No wonder this event will be fired millions of times when inserters and even robots are involved. (I don't really need the event at this moment so didn't writ...
by Mooncat
Fri Jul 08, 2016 3:25 am
Forum: Implemented mod requests
Topic: Request for on_entity_gui_opened, on_entity_gui_closed
Replies: 3
Views: 777

Request for on_entity_gui_opened, on_entity_gui_closed

In short: Request for adding events like on_entity_gui_opened, on_entity_gui_closed. Long: I wanted to know when the default GUI of an entity is opened or closed, so I can show or hide my custom GUI for that entity. I did a brief research on this topic but have no luck besides finding some hacky sol...
by Mooncat
Fri Jul 08, 2016 3:03 am
Forum: Implemented mod requests
Topic: localised_name for item prototypes
Replies: 1
Views: 570

Re: localised_name for item prototypes

Oooooh, you have created a post before me. How come I didn't see your post when doing advanced search. :?
Anyway, I marked my post as duplicated. But I won't delete it because 2 entries for the same topic means it is important. :lol:
by Mooncat
Thu Jul 07, 2016 3:23 am
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 33719

Re: Version 0.13.6

Is it just me or there is no curved rail piece? I can't find it in the crafting menu at all... I have normal rail pieces It has been changed since 0.13.0. Curved rail has already been combined with straight rail. Build a straight rail, click on it, then you can extend the rail. For more details: ht...
by Mooncat
Thu Jul 07, 2016 3:04 am
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 33719

Re: Version 0.13.6

Oh, btw, does anyone know where is the new concrete tileset mentioned in FFF #120 ? Zeblote also asked this when 0.13.0 released but no one seems to know. Really looking forward to this. :D https://eu4.factorio.com/assets//img/blog/fff-120-concrete.jpg Edit: found this - https://forums.factorio.com/...

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