Search found 3125 matches

by Bilka
Thu Sep 21, 2017 2:06 pm
Forum: Ideas and Suggestions
Topic: Fly permanent to a new planet
Replies: 14
Views: 3497

Re: Fly permanent to a new planet

bobingabout wrote:You could possibly do it with a mod.
https://mods.factorio.com/mods/Bilka/NewGamePlus and viewtopic.php?f=92&t=52712 :D
by Bilka
Wed Sep 20, 2017 7:52 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53956

Re: [MOD 0.15] Helicopters

Hey, according to Klonan you could try using projectiles for the shadows. Projectiles have a rotation and animation. He isn't sure if you can set their direction though.
by Bilka
Tue Sep 19, 2017 3:53 pm
Forum: Resolved Problems and Bugs
Topic: modding: player.character throws an exception
Replies: 5
Views: 1576

Re: modding: player.character throws an exception

May I ask how you come to try to access this offline player? If it is because you are looping through game.players, you can loop through game.connected_players instead, which saves you the extra check.
by Bilka
Tue Sep 19, 2017 3:51 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25447

Re: Friday Facts #208 - Tips and tricks improvement

For example, to find that quick start guide that Bilka mentioned, I have to scroll down the main page, past a sea of links and icons competing for my attention, click on 'Tutorials', find the 'Quick start guide' link hidden in a big list of unrelated topics and click it. Changed :) And it only expl...
by Bilka
Tue Sep 19, 2017 10:36 am
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25447

Re: Friday Facts #208 - Tips and tricks improvement

If the guide isn't going to come back, then maybe the community can move some of the info in it into a new section of the wiki. (But that probably isn't something I'd be likely to contribute to myself). Every single thing that is mentioned in the offical guide is already on the wiki. You can find i...
by Bilka
Tue Sep 19, 2017 10:33 am
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25447

Re: Friday Facts #208 - Tips and tricks improvement

So my suggestions are: the guide and tutorials will be updated by the devs or someone other in wube (watch Arumba & the others explaining 0.12 or 0.13 to get an idea of info needed) and the wiki will be a collaboration of wube and the community - so people how want to contribute can do so and h...
by Bilka
Mon Sep 18, 2017 9:06 pm
Forum: Resource Spawner Overhaul
Topic: More mod compability please
Replies: 26
Views: 10220

Re: More mod compability please

Thank you! I hope the changes that you've made for me are also used by other mods in the future. My mod is out now btw: https://mods.factorio.com/mods/Bilka/NewGamePlus
by Bilka
Mon Sep 18, 2017 6:00 pm
Forum: Implemented mod requests
Topic: LuaEntity::set_recipe(recipe)
Replies: 2
Views: 910

LuaEntity::set_recipe(recipe)

Same as http://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.copy_settings , but with a recipe being passed to it instead of an entity. I currently have to do local entity = game.surfaces["tas-surface"].create_entity{name = myplayer.selected.name, position = {0,0}, force="playe...
by Bilka
Mon Sep 18, 2017 5:40 pm
Forum: Resource Spawner Overhaul
Topic: More mod compability please
Replies: 26
Views: 10220

Re: More mod compability please

Is that Done print that bad? It's there to confirm to user that it was actually run. Just in case it doesn't work or difference is not immediately visible. Well, to the random user, it seems like sometimes my mod prints "done" and sometimes it doesn't, because the random user doesn't know...
by Bilka
Mon Sep 18, 2017 2:34 pm
Forum: Resource Spawner Overhaul
Topic: More mod compability please
Replies: 26
Views: 10220

Re: More mod compability please

It works, the only issue I had that it sometimes spawned things on water. I fixed that by calling the remote function in on_chunk_generated instead of directly after creating the surface. I also call regenerate afterwards for good measure, so I would like to request you to remove the "done"...
by Bilka
Mon Sep 18, 2017 2:25 pm
Forum: Mods
Topic: [MOD 0.16 - 1.1] New Game+
Replies: 44
Views: 22893

[MOD 0.16 - 1.1] New Game+

https://mods-data.factorio.com/assets/511ac2c9c8a5e64d02fe8dc98851643d71970d61.png Description Allows you to start a new game plus once you launch a rocket. Generate a new world and leave your home world, but carry over an inventory full of items and your research. Enabled the mod option to be able...
by Bilka
Sun Sep 17, 2017 9:23 pm
Forum: Resource Spawner Overhaul
Topic: More mod compability please
Replies: 26
Views: 10220

Re: More mod compability please

Oh, thank you! I almost released the mod today but the mod portal didnt let me upload it. So this will make it into the release version :)
by Bilka
Sun Sep 17, 2017 12:23 pm
Forum: Modding help
Topic: Help= my Tech images aren't working properly.
Replies: 2
Views: 1030

Re: Help= my Tech images aren't working properly.

icon_size = 128

in your icon definition for the technology
by Bilka
Mon Sep 11, 2017 9:07 am
Forum: Modding help
Topic: Get the total count of Item prototypes
Replies: 9
Views: 2779

Re: Get the total count of Item prototypes

Nexela wrote:# is reliable if there is a __len metatable for it, which is the case for custom tables. And table_size won't work because of custom __len method

http://lua-api.factorio.com/latest/LuaCustomTable.html
Thanks for the info
by Bilka
Sun Sep 10, 2017 10:18 pm
Forum: Modding help
Topic: Get the total count of Item prototypes
Replies: 9
Views: 2779

Re: Get the total count of Item prototypes

for k, force in pairs (game.forces) do force.character_inventory_slots_bonus = table_size(game.item_prototypes) - 60 end # isn't reliable, the table isn't indexed by numbers afaik. Table size does what klonan did, just on the c++ side of things. See https://reddit.com/r/factorio/comments/6k7g43/ver...
by Bilka
Sat Sep 09, 2017 6:46 am
Forum: Mod portal Discussion
Topic: My wishes for Mod Portal 2.0
Replies: 28
Views: 12518

Re: My wishes for Mod Portal 2.0

Ability to only update one mod at a time (in game) instead of being forced to update all that have an available update.

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