Search found 1189 matches

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: 3473

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: 81248

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: 3833

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: 378490

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: 378490

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: 6013

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

0.276 Loading mod base 0.13.4 (data.lua)
:roll:
by Mooncat
Mon Jul 04, 2016 2:40 am
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 81248

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...
by Mooncat
Mon Jul 04, 2016 2:17 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378490

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...
by Mooncat
Mon Jul 04, 2016 1:58 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378490

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...
by Mooncat
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: 4335

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...
by Mooncat
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: 4335

[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-...
by Mooncat
Sun Jul 03, 2016 5:37 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378490

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...
by Mooncat
Sun Jul 03, 2016 4:42 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378490

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...
by Mooncat
Sun Jul 03, 2016 2:04 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378490

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...
by Mooncat
Sat Jul 02, 2016 11:55 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378490

[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...
by Mooncat
Sat Jul 02, 2016 8:47 am
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 81248

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...
by Mooncat
Fri Jul 01, 2016 9:33 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 3473

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....
by Mooncat
Thu Jun 30, 2016 8:14 pm
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 81248

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...
by Mooncat
Thu Jun 30, 2016 5:51 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 3473

[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...

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