Search found 1189 matches
- Tue Jul 05, 2016 3:46 pm
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 3582
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: 82527
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: 3939
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: 387972
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: 387972
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: 6160
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: 82527
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: 387972
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: 387972
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: 4478
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: 4478
[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: 387972
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: 387972
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: 387972
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...
- Sun Jul 03, 2016 12:21 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82527
- Sat Jul 02, 2016 11:55 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387972
[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Type: Mod Name: Creative Mode Description: Adds entities that can generate unlimited items or fluid, or nullify them. License: GNU LGPLv3 Version: 0.3.12 Release: 2017-09-05 Tested-With-Factorio-Version: 0.15.34 Category: (Helper, Item, Convenience, Cheats) Tags: creative mode, cheat, always day, re...
- Sat Jul 02, 2016 8:47 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82527
Re: [0.11.x] Y.Petremann's mods (6 mods)
Hey, thanks for reply. I'm sorry, forgot to mention I was talking about the creative mode. There's a certain convenience with that type of realization that was easy to handle and fun to use, hence I was missing something due to 0.13. What other creative inventory do you speak of? If you start a san...
- Fri Jul 01, 2016 9:33 pm
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 3582
Re: How do I know is entity enabled/disabled?
I'll take a crack at helping. :) Though I'm afraid I haven't got a direct method. Honestly, I'd request the enabled state be added to the mod API, as solving this the way I'm about to propose is a bit arduous and wasteful. Combing through the Lua API (http://lua-api.factorio.com/) for version 0.13....
- Thu Jun 30, 2016 8:14 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 82527
Re: [0.11.x] Y.Petremann's mods (6 mods)
Creative mode will not receive any update since replacement mods already exist and a creative inventory has been added. For the other mods, they should get an update (and maybe factocad will be soon released) Do you mean this ? Based on its description, it requires you at least one item in order to...
- Thu Jun 30, 2016 5:51 pm
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 3582
[Solved] How do I know is entity enabled/disabled?
Hi all, I am trying to make my first mod, but now I am facing a problem that even studying the existing mods doesn't help. Can anyone tell me how can I know whether an entity (e.g. inserter) is currently enabled or disabled due to circuit condition in 0.13? I have tried entity.active and entity.oper...