Search found 1183 matches

by Mooncat
Thu Jul 07, 2016 2:12 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 294492

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32

Just created a request about the localised_name property: viewtopic.php?f=28&t=28424 :D
by Mooncat
Thu Jul 07, 2016 2:09 am
Forum: Already exists
Topic: Additional support for localised_name
Replies: 2
Views: 1129

Additional support for localised_name

(Duplicated with https://forums.factorio.com/viewtopic.php?f=28&t=28345 , how come I didn't see his post when doing advanced search.) Short version: Add support for localised_name in item creation. Note that it is already supported for recipe creation. Maybe also for entity creation. Also locali...
by Mooncat
Thu Jul 07, 2016 1:54 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 167735

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

Hi, may I know is there any update for 0.13? I found this mod quite useful in 0.12. :D
by Mooncat
Wed Jul 06, 2016 7:13 pm
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 33717

Re: Version 0.13.6

When I uploaded the update of my mod to mod portal, Steam told me newer version of Factorio has been released. :shock:
Luckily nothing about modding. :lol:
by Mooncat
Wed Jul 06, 2016 7:07 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279974

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Version 0.0.3 is released! This time is mainly for improving UX. Added "Yes for all" buttons and also the ability to preserve config settings. Also some compatibility fixes. For details, please check the first post. :lol: Due to time limit, the Item duplicating chest and Fluid duplicating ...
by Mooncat
Wed Jul 06, 2016 1:34 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279974

Re: [MOD 0.13.3+] Creative Mode 0.0.2

Edit: aw... loading a map with Creative Mode 0.0.1 and update to 0.0.2 can cause error.... let me see if I can fix this. Change notes for 0.13.5: Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for ...
by Mooncat
Wed Jul 06, 2016 6:30 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 28873

Re: [MOD 0.12.33+]Recycling Machines

Hi, I saw your mods on mod portal. It feels a little bit weird to see a mod separated into different entries. And a question came to my mind: how the hell can someone maintain their works like this? If something is changed, he needs to apply the change 4 times. :shock: Agreed, but I implemented it ...
by Mooncat
Wed Jul 06, 2016 5:53 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 294492

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.31

For some reason this doesn't work, it's always complaining about unknown key: item.name.water-in-tanker, even if i add localised_name = {fluid-name." .. fluid.name}. Looks like the localised_name is ignored. Gonna try doing it in data.lua instead of in data-final-fixes.lua hm.... it looks like...
by Mooncat
Wed Jul 06, 2016 2:35 am
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 2145

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

Does CircuitCondition.fulfilled exist? it's not in the API . Good to know if it does. :D I haven't tested yet (because some more important tasks appeared), but it seems to be..... still missing? :o I have deleted my request in the mod interface request board. :? Edit: Yes! Choumiko's method is work...
by Mooncat
Wed Jul 06, 2016 2:07 am
Forum: Releases
Topic: Version 0.13.5
Replies: 41
Views: 22484

Re: Version 0.13.5

Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. So Is it ok if I just want to initialize the tables under 'global' in case the mod is new for an existing save? I have tested with my mod. No error was shown when loading a vanilla save. :D Edit...
by Mooncat
Wed Jul 06, 2016 1:59 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 28873

Re: [MOD 0.12.33+]Recycling Machines

I believe that I cannot make the recycling return percentage interactive. The recycling recipes are built during the 'data' phase when they cannot access any global variables. I can present the player with a box where they can choose a new percentage only in the 'control' phase, when the recipes ar...
by Mooncat
Tue Jul 05, 2016 7:29 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279974

Re: [MOD 0.13.3+] Creative Mode 0.0.2

http://i.imgur.com/Qm3WzMV.png huh? 0.13.5!? :shock: I have checked it but no error.... :? Edit: aw... loading a map with Creative Mode 0.0.1 and update to 0.0.2 can cause error.... let me see if I can fix this. Version 0.0.3 has to delay to tomorrow anyway. So this fix will be included. And Zeblot...
by Mooncat
Tue Jul 05, 2016 6:29 pm
Forum: Releases
Topic: Version 0.13.5
Replies: 41
Views: 22484

Re: Version 0.13.5

Come on, I still don't see any fixes regarding map generation. 0.12 or use RSO. ;) Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. So Is it ok if I just want to initialize the tables under 'global' in case the mod is new for an existing save?...
by Mooncat
Tue Jul 05, 2016 5:38 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 294492

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.31

Hi Choumiko, great mod here :D As a player, may I request that the items of fluids in tank to have the hidden flag so they are not shown in the logistic request slot and filter slot? As a modder, I think I can help to solve the unknown-key problem as mentioned above. When creating things based on ot...
by Mooncat
Tue Jul 05, 2016 3:46 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 2145

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

A lot of the info is there: http://lua-api.factorio.com/0.13.3/LuaControlBehavior.html#LuaInserterControlBehavior.brief (run the command while cursor is over an entity with a condition) /c game.player.print(serpent.line(game.player.selected.get_or_create_control_behavior().circuit_condition.fulfill...
by Mooncat
Tue Jul 05, 2016 9:17 am
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 69716

Re: [0.11.x] Y.Petremann's mods (6 mods)

Creative mode was originaly for me only a way to create a part of a factory, benchmark it at full speed with, energy sink was originaly a way to benchmark energy generation and so drain all remaining energy because you could need some machine draining energy to create energy (inserters ...). The on...
by Mooncat
Tue Jul 05, 2016 3:54 am
Forum: Ideas and Suggestions
Topic: 0.13.4 Add logistic train arms
Replies: 14
Views: 2682

Re: 0.13.4 Add logistic train arms

Three new inserters? :shock: :o I would like this to be moved to won't implement. Anything against? Based on "These arms would look similar to how train stops look in 0.13" plus my imagination, I think he is not talking about inserters, but entities that look like the new train stop, but ...
by Mooncat
Tue Jul 05, 2016 3:24 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279974

Re: [MOD 0.13.3+] Creative Mode 0.0.2

Just edited the first post for better format. Also added descriptions about the new Creative Provider Chest. Check it out if you don't know how it works! But still missing images for the chest. And the images seem to be too large. I may take some time to downscale them. (Still don't get how font siz...
by Mooncat
Mon Jul 04, 2016 7:09 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 279974

Re: [MOD 0.13.3+] Creative Mode 0.0.1

The blueprint preview doesn't work if it contains parts from this mod, do you get that too? I think I have seen this problem before, but was on Factorio 0.13.0. I don't have this problem now with 0.13.4. https://doc.google.com/uc?id=0B9Y5PCxYjiKwMzg4OE1ISGEyQmc Just some thought about the mod, I've...
by Mooncat
Mon Jul 04, 2016 8:23 am
Forum: Resolved Problems and Bugs
Topic: [0.13.4] UPS drop/crash deconstructing many objects
Replies: 11
Views: 4677

Re: [0.13.5] UPS drop/crash deconstructing many objects

0.276 Loading mod base 0.13.4 (data.lua)
:roll:

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