Search found 1195 matches

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: 3780

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: 27886

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: 41765

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: 406129

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: 27886

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: 348846

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: 3780

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: 84833

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: 4173

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: 406129

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: 406129

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: 6515

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: 84833

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: 406129

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: 406129

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: 4685

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: 4685

[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: 406129

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: 406129

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: 406129

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...

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