Search found 1822 matches

by Nexela
Thu Aug 09, 2018 12:31 am
Forum: Modding help
Topic: Format for prototype files within subfolders
Replies: 10
Views: 1014

Re: Format for prototype files within subfolders

Also thanks to syntactic sugar and require being a function you can use: require "youdirectory/yourfile" require "yourdirectory.yourfile" without the brackets. Also slash and full stop are identical in meaning. Just use whichever you think looks nicer. This is not quite true, an...
by Nexela
Thu Aug 09, 2018 12:24 am
Forum: Modding help
Topic: test,_ = next(game.players,test) only returns __self?
Replies: 6
Views: 626

Re: test,_ = next(game.players,test) only returns __self?

@Nexela: Wait...since when does iterating game.players only return connected players? And since when is the key of game.players not equal with the player_index? (I don't have savegame with tonnes of players to test, but have always assumed game.players[event.player_index].index == event.player_inde...
by Nexela
Tue Jul 31, 2018 10:30 pm
Forum: Modding help
Topic: Prototype rename migration using loop
Replies: 3
Views: 456

Re: Prototype rename migration using loop

Unfortunately you can't directly. However since this only needs to be done once you can write a script in data.lua(or updates/fixes) that loops through them all and outputs them to the log file using log(). Then copy and paste the results into your migration.json
by Nexela
Tue Jul 31, 2018 10:27 pm
Forum: Modding help
Topic: Format for prototype files within subfolders
Replies: 10
Views: 1014

Re: Format for prototype files within subfolders

The name or location of the file doesn't matter at all (as long as it is somewhere in the mod folder). I usually use 1 file for each related thing I.e prototypes/warhouse.lua would contain the entity, item(s), recipe(s) and insert the tech unlock. and require("prototypes/warehouse") in dat...
by Nexela
Mon Jul 30, 2018 10:57 pm
Forum: Modding help
Topic: test,_ = next(game.players,test) only returns __self?
Replies: 6
Views: 626

Re: test,_ = next(game.players,test) only returns __self?

game.players is a fancy table This should do what you want. /c do local IDX, PLAYER = next(game.players, global.IDX) global.IDX = IDX -- Store the index in global because the value can change from one tick to the next --pps This is not the players index just the next connected player game.print(PLA...
by Nexela
Tue Jul 24, 2018 10:47 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 785
Views: 122296

Re: pY HighTech Discussion

pyanodon wrote:
kinnom wrote:
pyanodon wrote:
kinnom wrote:I suggest making cermet and etching acid cheaper, and adding a recipe for converting benzene into aromatics.

Several balances will come in the next update in that mod. :)
ETA?

Soon.
Before the weekend soon :)
by Nexela
Sun Jun 24, 2018 11:15 pm
Forum: Technical Help
Topic: Delete a player from the Server
Replies: 7
Views: 2333

Re: Delete a player from the Server

/c game.remove_offline_players(game.players["Padde"].index) or (this should work and keep all other earned stats) /c game.raise_event(defines.event.on_player_created, {player_index = game.players["Padde"].index}) Because of mods both of these "could" have bad behaviour...
by Nexela
Tue Jun 19, 2018 12:42 am
Forum: Desyncs with mods
Topic: [0.16.51] Desync on join
Replies: 1
Views: 811

Re: [0.16.51] Desync on join

Try removing mods one at a time until desync goes away

Angels/Bobs should be fine I would start with landfillpainting, circuitprocessing, todolist and go from there
by Nexela
Fri Jun 08, 2018 11:08 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1766
Views: 336627

Re: pY Coal Processing - Discussion

Sounds like an incorrect offset on < high resolution.

It happens because high is what we do most of our adjusting in!
by Nexela
Fri Jun 08, 2018 2:44 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 30784

Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0

True Story!!!!!! Release is ... stable Master is mostly stable The In Dev stuff (data-library branch) is Bleeding edge! However it is not fully backwards compatible. And the hard part is actually getting time to do anything to finish We will probably put heads together and work on getting out a new ...
by Nexela
Tue Jun 05, 2018 12:38 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40068

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Can you upload (or pm) me the save file and I will figure out the command or script to run

(so many changes since I did a release I need a refresher!)
by Nexela
Sat Jun 02, 2018 9:09 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Inventory not filtered when you are killed
Replies: 4
Views: 873

Re: [0.16.45] Inventory not filtered when you are killed

If the filtered slots are part of an inventory extension (i.e. from armor) those filters won't be transfered since those slots no longer exist in the new body since you spawn without the armor.
by Nexela
Fri Jun 01, 2018 11:21 pm
Forum: Already exists
Topic: How to access blueprints in wagon?
Replies: 3
Views: 769

Re: How to access blueprints in wagon?

Assuming you have the wagon already (also untested off thetop ofmy head)

Code: Select all

local inv = WagonEntity.get_inventory(defines.inventory.cargo_wagon)
if inv[3].valid_for_read then
-- inv[3] is the itemstack do stuff
end
by Nexela
Thu May 24, 2018 2:56 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 239
Views: 49154

Re: pY Industry - Discussion

Hey Py Just had a problem where the PY-VENT would not vent Nitrogen.... is this a bug or a feature ? Cheers Rothguard not work well with other fluids outside of py mods. So, use sinkhole for it Also convince those other mod authors they need to add gas_temperature to their gassy fluid prototypes :)
by Nexela
Thu May 24, 2018 2:37 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 8686

Re: [0.16] Attach Notes - to blueprints and entities

SNIP Or using one find_entity :P /c local d = 16; local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = {'title-flying-text', 'signpost-display', 'note-marker'}, area = {{p.x -d, p.y -d}, {p.x + d, p.y + d}}}) do note.destroy() end Deletes all notes ...
by Nexela
Mon May 21, 2018 11:07 pm
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 8686

Re: [0.16] Attach Notes - to blueprints and entities

Your milage may vary -- whole surface /c for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}) do note.destroy() end --near player /c local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}, ar...
by Nexela
Sun May 20, 2018 6:28 pm
Forum: Modding help
Topic: [Done] cliff-explosives question
Replies: 3
Views: 342

Re: cliff-explosives question

local proj = data.raw["projectile"]["cliff-explosives"] if proj and proj.action then local action = proj.action[1].action_deliver.target_effects for _, eff in pairs(action) do if eff.type == "create-entity" and eff.entity_name == "ground-explosion" then eff.t...
by Nexela
Fri May 18, 2018 6:16 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 785
Views: 122296

Re: pY HighTech Discussion

What I observe with all of PyMods and no Bobs is that Zipir farming seems to want saline water, so replace_ingredient is applied, but the filtering seems to give back regular water, so replace_result doesn't work. I looked, and replace_result is only used very rarely, and in all other cases to repl...
by Nexela
Wed May 16, 2018 1:04 am
Forum: Modding help
Topic: Filtered deconstruction
Replies: 5
Views: 532

Re: Filtered deconstruction

Like I said an API request :P
by Nexela
Tue May 15, 2018 5:10 am
Forum: Modding help
Topic: Filtered deconstruction
Replies: 5
Views: 532

Re: Filtered deconstruction

Closest solution will be an API requirest on surface.deconstruct_area{area=…, force=…, player=…} to allow passing entity/tile filters and settings (which can be retrieved from an item stack)

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