Search found 1195 matches
- Wed Jul 06, 2016 2:35 am
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 3985
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...
- Wed Jul 06, 2016 2:07 am
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 28377
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...
- Wed Jul 06, 2016 1:59 am
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 43331
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...
- Tue Jul 05, 2016 7:29 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
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...
- Tue Jul 05, 2016 6:29 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 28377
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?...
- 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: 354069
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...
- Tue Jul 05, 2016 3:46 pm
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 3985
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...
- Tue Jul 05, 2016 9:17 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 86122
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...
- Tue Jul 05, 2016 3:54 am
- Forum: Ideas and Suggestions
- Topic: 0.13.4 Add logistic train arms
- Replies: 14
- Views: 4321
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 ...
- Tue Jul 05, 2016 3:24 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
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...
- Mon Jul 04, 2016 7:09 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
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...
- 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: 6650
Re: [0.13.5] UPS drop/crash deconstructing many objects
0.276 Loading mod base 0.13.4 (data.lua)
- Mon Jul 04, 2016 2:40 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 86122
Re: [0.11.x] Y.Petremann's mods (6 mods)
The idea of the sink is not draining all energy, but draining remaining energy... I see. Oops, I got the wrong idea and implemented it as a assembling machine, so it is draining all energy now.... but I guess I will leave it there before someone complains about it. :lol: I like to create things tha...
- Mon Jul 04, 2016 2:17 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
Re: [MOD 0.13.3+] Creative Mode 0.0.1
Confirmed features in 0.0.2: - Creative provider chest: Provides all (non-hidden) items in the game and can auto refill them. Acts as a passive provider chest. (Inspired by Klonan's Creative mode - Unlimited chests ) [90% done] - Popup to ask for enabling Creative Mode when starting a new game or lo...
- Mon Jul 04, 2016 1:58 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
Re: [MOD 0.13.3+] Creative Mode 0.0.1
So I'm not sure if it's caused by this mod or not, but ever since I installed it the game sometimes freezes up. Seems to have something to do with the item void, because it only ever happens when I'm close to one of them. Is there any way these can get stuck in an infinite loop? Maybe the while loo...
- Mon Jul 04, 2016 1:49 am
- Forum: Not a bug
- Topic: [0.13] Placing modded big electric pole reduces FPS/UPS
- Replies: 2
- Views: 4794
Re: [0.13] Placing modded big electric pole reduces FPS/UPS
Yes... don't do that... When you change the range that high that means it has to scan that entire area each tick to render the preview boxes when you have it in your hand. When you build one it has to scan that entire area for things to connect to the pole and when you mine anything that uses power...
- Sun Jul 03, 2016 6:32 pm
- Forum: Not a bug
- Topic: [0.13] Placing modded big electric pole reduces FPS/UPS
- Replies: 2
- Views: 4794
[0.13] Placing modded big electric pole reduces FPS/UPS
Tested game versions: Factorio 0.13.3 and 0.13.4 Mods: Tested with all mods uninstalled Issue: Placing electric pole with very long maximum wire distance makes the game lag Steps to reproduce: 1) Go to base/prototypes/entity/entities.lua and modify the maximum_wire_distance property of big-electric-...
- Sun Jul 03, 2016 5:37 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
Re: [MOD 0.13.3+] Creative Mode 0.0.1
The item source isn't able to create a compressed blue belt, so it's hard to test setups with them :D I've found you can fix it by replacing if transport_line.can_insert_at_back() then transport_line.insert_at_back(output_stack) end with if transport_line.can_insert_at(0.9) then transport_line.inse...
- Sun Jul 03, 2016 4:42 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
Re: [MOD 0.13.3+] Creative Mode 0.0.1
Well TestMode is updated, too, now, but Creative Mode complements it really nicely (most things that it adds are missing from TestMode). Can you maybe add a requester like in TestMode that will ask you if you want to enable it when you load into a game? You can probably steal that code from TestMod...
- Sun Jul 03, 2016 2:04 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 416846
Re: [MOD 0.13.3+] Creative Mode 0.0.1
Thanks a lot for this :mrgreen: I needed something like TestMode for 0.13 so I can start developing my stuff on my sandbox. Highly appreciated that you took the effort to make this for 0.13! My pleasure! Remember to report bug if there is any. :D (I am making something new that can make testing mor...