Search found 1828 matches

by Nexela
Sat Aug 25, 2018 7:23 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64041

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

Error is being generated when PickerExtended tries to automatically sort the equipment grid on armors. Turning off "Automatically sort chests" prevents the error. For now the solution is to turn auto sorting off. I doubt I will get time for another .16 release but it should be fixed for .17
by Nexela
Fri Aug 24, 2018 12:26 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 118553

Re: [MOD 0.16] Squeak Through 1.2.2

It is a great suggestion. And a simple one too :)
by Nexela
Thu Aug 23, 2018 2:05 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 118553

Re: [MOD 0.16] Squeak Through 1.2.2

ownlyme wrote:wasnt sure if you will get my message in the mod discussion so im posting it here too:

maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
This wins the internet!
by Nexela
Sat Aug 18, 2018 12:37 am
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5086

Re: [0.16.51] Desync with entity property operations.

Note, although the global table has not been setup if a mod does populate the table with some data it will be overwritten by any loaded data. So...that bit should behave pretty much the same as setting default values via "global.key = global.key or value" in on_init. And as such it might ...
by Nexela
Sat Aug 11, 2018 4:00 am
Forum: Modding help
Topic: Format for prototype files within subfolders
Replies: 10
Views: 2282

Re: Format for prototype files within subfolders

@Nexela: to read a variable from some module right after it has been required is something only someone who already knows the "second require gets the same thing" quirk would try. That is example enough because this has bit me :P re: typos and short examples I am on a laptop typing sidewa...
by Nexela
Thu Aug 09, 2018 11:35 pm
Forum: Modding help
Topic: Format for prototype files within subfolders
Replies: 10
Views: 2282

Re: Format for prototype files within subfolders

I suggest using the same "a/b" format that Factorio uses. As long as it's consistent within a mod i don't see any difference. Also the whole "requiring the same thing again doesn't actually load it a second time" feature of lua is probably something that 99% of modders don't eve...
by Nexela
Thu Aug 09, 2018 12:31 am
Forum: Modding help
Topic: Format for prototype files within subfolders
Replies: 10
Views: 2282

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: 1367

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: 1079

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: 2282

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: 1367

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: 790
Views: 239245

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: 4356

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: 1584

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: 1786
Views: 586314

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: 46387

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: 64041

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: 1668

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: 1775

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: 246
Views: 101366

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 :)

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