Search found 1828 matches

by Nexela
Thu May 24, 2018 2:37 am
Forum: Mods
Topic: [0.17] Attach Notes - to blueprints and entities
Replies: 38
Views: 17602

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: 17602

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: 900

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: 790
Views: 243572

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: 1170

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: 1170

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)
by Nexela
Tue May 15, 2018 1:29 am
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 2714

Re: ghost entitites on descrution

You want to use on_init and you ALSO should check and make sure it is at 0/nil before you change it in case it is set to something else. Also game.player is only available when using the console, you will want to iterate all the forces directly script.on_init(function() for _, force in pairs(game.fo...
by Nexela
Tue May 15, 2018 1:22 am
Forum: Bob's mods
Topic: [0.16.42] bob_power bug after latest update
Replies: 9
Views: 3650

Re: [0.16.42] bob_power bug after latest update

if you have recomendations to make that function in my library more robust, I'm open to sugestions. I didn't follow the full logic of the function put it it is meant to only take a table then doing an if not type(input) == table then return log('blah") end at the top of the function will help ...
by Nexela
Tue May 15, 2018 1:18 am
Forum: Ideas and Suggestions
Topic: Remember inventor filter settings on death
Replies: 6
Views: 2503

Re: Remember inventor filter settings on death

that can't be right, I've always died and respawned with a full size inventory. is this a recent change? If you lose power armor on death, I imagine it would change. This is correct. my earlier post was wrong about the bug though because I totally forget I had power armor on. Inventory filters do t...
by Nexela
Mon May 14, 2018 4:28 pm
Forum: Modding help
Topic: Crash on opening any armor with equipment grid
Replies: 3
Views: 1841

Re: Crash on opening any armor with equipment grid

The true culprit is one (or a combination of) the mods you disabled. These are mods that need to be updated because of API changes. The problem between the chair and the computer should post a list of those mods so those respective authors can look into fixing them. Don't worry nobody will be mad at...
by Nexela
Mon May 14, 2018 4:26 pm
Forum: Bob's mods
Topic: [0.16.42] bob_power bug after latest update
Replies: 9
Views: 3650

Re: [0.16.42] bob_power bug after latest update

Actually was a mixture of Bobs and Nexela's fault Bob was using the wrong function so the parameters were not what was expected. In normal cases this didn't error it just logged. Nexela then made an stdlib update that had a changed pushed to the wrong repo that changed the way strings behaved. which...
by Nexela
Sun May 13, 2018 11:58 pm
Forum: Bob's mods
Topic: Conflict with Bob's Funtions Library
Replies: 4
Views: 2198

Re: Conflict with Bob's Funtions Library

pansnek wrote:Ok so the maker of Nanobots put out an update that fixes the bobslibrary error and I can confirm that the mods work now with no problems.
The maker of nanobots put out an update that makes it so bobs still existing non erroring bug doesn't error.
by Nexela
Sat May 12, 2018 6:59 pm
Forum: Ideas and Suggestions
Topic: Remember inventor filter settings on death
Replies: 6
Views: 2503

Re: Remember inventor filter settings on death

I believe bug also The filters ARE transfered, just the inventory size isn't see below Player Respawn doesn't respawn with the same settings data.raw.player.player.inventory_size = 90 after dying and respawning the player only has inventory_size of 60 @rseding related possible bugs I noticed LuaPlay...
by Nexela
Sat May 12, 2018 5:20 pm
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 2714

Re: ghost entitites on descrution

Pretty sure ghosts don't show up until construction robots tech is researched.
by Nexela
Tue May 08, 2018 9:58 pm
Forum: Modding help
Topic: CRASH value must be dictionary in property tree at root
Replies: 25
Views: 7561

Re: CRASH value must be dictionary in property tree at root

and when it comes to branches... there's literally a "you have to do this part in a browser" and a "you have to use a custom command line interface with custom commands for this part". I'm honestly amazed nobody has written a front end GUI to make it easier yet. It's just nasty,...
by Nexela
Fri May 04, 2018 12:59 am
Forum: Modding help
Topic: CRASH value must be dictionary in property tree at root
Replies: 25
Views: 7561

Re: CRASH value must be dictionary in property tree at root

orzelek wrote:2 things:
PS.
@Deadlock989 You are becoming less and less patient :P
I Agree, and I LIKE IT
by Nexela
Wed May 02, 2018 11:36 pm
Forum: Implemented mod requests
Topic: find_entities_filtered searching for multiple names at once
Replies: 11
Views: 2498

Re: find_entities_filtered searching for multiple names at once

Optera wrote:The API description should be expanded with an example of this multi filter search.
It was :P

name = string or array of strings
by Nexela
Tue May 01, 2018 12:31 am
Forum: Implemented mod requests
Topic: find_entities_filtered searching for multiple names at once
Replies: 11
Views: 2498

Re: find_entities_filtered searching for multiple names at once

surface.find_entities_filtered {name = {"A", "b"}, type = {"C", "D"}

yada yada for
name :: string (optional)
type :: string (optional)
ghost_name :: string (optional)
ghost_type :: string (optional)
force :: string or LuaForce (optional)

All of those!
by Nexela
Sat Apr 28, 2018 3:05 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102726

Re: pY Industry - Discussion

4 5dim_botrecaller
by Nexela
Sat Apr 28, 2018 2:46 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243572

Re: pY HighTech Discussion

Possibly a migration issue

Run this command and see if anything changes
/c game.player.force.reset_technology_effects()

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