Search found 1822 matches

by Nexela
Tue May 15, 2018 1:29 am
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 1378

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: 1886

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: 1154

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: 919

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: 1886

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: 1057

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: 1154

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: 1378

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: 3537

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: 3537

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: 1107

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: 1107

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: 239
Views: 49559

Re: pY Industry - Discussion

4 5dim_botrecaller
by Nexela
Sat Apr 28, 2018 2:46 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 785
Views: 123131

Re: pY HighTech Discussion

Possibly a migration issue

Run this command and see if anything changes
/c game.player.force.reset_technology_effects()
by Nexela
Sat Apr 28, 2018 2:26 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 239
Views: 49559

Re: pY Industry - Discussion

got a problem with the pynobot cargobots. i am playing with afriend on a LAN multiplayer server and wheneven we create en few cargobots they slowy disepiar? thay dont show up in the network nor any chests. (are they removing themselfs?) this has put us hours and hours behind. PLEASE HELP!!! AWSOME ...
by Nexela
Sat Apr 21, 2018 6:55 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 785
Views: 123131

Re: pY HighTech Discussion

Handcrafting recipe/categories should be fixed in 1.0.5 when released
by Nexela
Sun Apr 08, 2018 7:28 pm
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 1176

Re: Alerting enemies from afar

Thanks for the tips guys! After sifting the forums and various resources here is what i came up with: function attractEnemies() for _, enemy in pairs(game.player.surface.find_enemy_units(game.player.position, 50)) do enemy.set_command({type=defines.command.attack, target=game.player.character}) end...
by Nexela
Sun Apr 08, 2018 5:52 pm
Forum: Modding help
Topic: Alerting enemies from afar
Replies: 6
Views: 1176

Re: Alerting enemies from afar

I'm not sure, why damage did not work(and whether it should), but what you actually need to do is just to command bitters to attack car in your event handler. 0 damage is 0 damage is 0 damage However using the command stuff on units should work in your honk event, search for nearest_enemies make em...
by Nexela
Sun Apr 08, 2018 5:46 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40251

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

Kryzeth wrote:Issue also posted on the mod portal here

Recap: When Picker Crafter hotkey set to Q, deselecting an item with Q, while hovering over an entity, attempts to craft that entity. Instead, should ignore when cursor is in use.
Noted at the appropriate place (github issues)
by Nexela
Sun Apr 08, 2018 5:40 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 40251

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

Zyrconia wrote:Were reach and build reach options changed/disabled for 0.16 or did I accidentally uninstall some other mod?

I can't find the options and I swear I remember they were provided by PEV.

Thanks!
Reach options where moved to the Picker Tweaks mod, Picker Tweaks is for tweaks/cheats

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