Search found 181 matches

by moon69
Sun Jul 02, 2017 4:51 pm
Forum: Modding help
Topic: Count of items in crafting machine
Replies: 2
Views: 985

Re: Count of items in crafting machine

Thanks!
by moon69
Sun Jul 02, 2017 9:18 am
Forum: Modding help
Topic: Count of items in crafting machine
Replies: 2
Views: 985

Count of items in crafting machine

In a mod, how can I see how many input and output items a crafting machine is holding?

The info is available in the tool-tip, but I can't figure out how to access it programmatically.
Image

Thanks.
by moon69
Sun Jun 11, 2017 8:55 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78447

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

British_Petroleum wrote:... Dealing with the seedlings was an interesting puzzle.
Agreed - please consider reverting this change (or perhaps as an option)?
Any confusion can be resolved with a simple google bob greenhouse setup to get cookie cutter examples of how to set it up.
by moon69
Sat Jun 10, 2017 8:30 pm
Forum: Modding help
Topic: Generating fancy Tooltips
Replies: 0
Views: 1110

Generating fancy Tooltips

Hi All. I know to easily create a button with a plain text Tooltip... game.player.gui.center.add{type="button", caption="hello", tooltip="This is a tooltip."} Is there any easyish way to generate a tooltip with custom rich string formatting (Bold etc.) ? Or even better ...
by moon69
Wed May 10, 2017 7:05 am
Forum: Modding help
Topic: Overlay image on entity
Replies: 7
Views: 2261

Re: Overlay image on entity

Thanks both. I can easily add a layer to a static object... local newPic = { filename = BeastMod.mod_directory .. "/graphics/Xpurple.png", priority = "extra-high", width = 48, height = 34, shift = {0.1875, 0} } local newN = {} newN.layers = { data.raw["container"]["...
by moon69
Tue May 09, 2017 9:26 am
Forum: Modding help
Topic: Overlay image on entity
Replies: 7
Views: 2261

Re: Overlay image on entity

I still can't figure this out...

Laying a 2nd entity works but is kind of messy... anyone have a clue on how to overlay a static image on an animated entity?
by moon69
Fri May 05, 2017 9:14 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34332

Re: Version 0.15.8

My trains don't re-fuel any more - inserter doesn't go even though train fuel is not full...
Image
Affects 3 trains on two separate lines.
by moon69
Fri May 05, 2017 1:18 pm
Forum: Modding help
Topic: Overlay image on entity
Replies: 7
Views: 2261

Re: Overlay image on entity

Thanks (again!) kikker.

I've been toying with the animation code from demo-mining-drill this morning, but have not figured out how to make the layer work properly yet... I was hoping there was a simple property for a static image I could layer.

I'll keep experimenting!
by moon69
Fri May 05, 2017 1:14 pm
Forum: Modding help
Topic: Unlock recipe on specific infinite tech level
Replies: 2
Views: 1088

Re: Unlock recipe on specific infinite tech level

Marvellous thank you - 1, 4, 8 are fine for my quick & dirty testing... I'll find a more appropriate place in the tech tree once I play test.
by moon69
Fri May 05, 2017 9:26 am
Forum: Modding help
Topic: Unlock recipe on specific infinite tech level
Replies: 2
Views: 1088

Unlock recipe on specific infinite tech level

Hi, I'm modding some upgraded electric-mining-drills for 0.15, and I thought an easy way to gate them initially is with specific levels of infinite technology "mining productivity", but the following code claims "mining-productivity-3 not found" when the mod is loaded at Factorio...
by moon69
Fri May 05, 2017 9:17 am
Forum: Modding help
Topic: Overlay image on entity
Replies: 7
Views: 2261

Overlay image on entity

Ho modders, I want to create an upgraded electric drill in 0.15, and was hoping to overlay the default graphics/animation with a simple static png (EG: transparent background with X in corner)... http://i.imgur.com/Mlq0CuJ.png local newEntity newEntity = util.table.deepcopy(data.raw["mining-dri...
by moon69
Mon May 01, 2017 11:39 am
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77637

Re: [0.12.x][0.12.5]Bob's Library mod

<<reads up on control.lua vs data*.lua>>

I understand now thanks Bob :) Will instead use custom events.
by moon69
Sun Apr 30, 2017 6:53 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77637

Re: [0.12.x][0.12.1]Bob's Library mod

Ho are these functions accessed by other mods? Do we have to require() them into data.lua? They are available for other mods to use, yes. I recomend you make this mod a dependacy in info.json, and the functions will all be available without the need for a require. I can't figure this out :( Factori...
by moon69
Sat Apr 29, 2017 3:23 am
Forum: Technical Help
Topic: Unable to Load Mod Portal
Replies: 11
Views: 4103

Re: Unable to Load Mod Portal

4am UK time... mod portal is GO!
by moon69
Fri Apr 28, 2017 7:05 pm
Forum: Technical Help
Topic: Unable to Load Mod Portal
Replies: 11
Views: 4103

Re: Unable to Load Mod Portal

I suppose Friday ~20:00 UK time is peak!
I can't load https://mods.factorio.com or the in-game "Install Mods" after dozens of attempts :(
by moon69
Wed Nov 16, 2016 7:50 pm
Forum: Bob's mods
Topic: Adjustable inserter gui not displaying, hotkeys not working
Replies: 3
Views: 2312

Re: Adjustable inserter gui not displaying, hotkeys not working

Hi Rue, I had this issue but I didn't realise you need to place the inserter down first, then hover the mouse directly over the target cross-hair before pressing the hotkey... it's not enough to hover over the inserter, the mouse must be inside the square cross-hair thingy. inserter-open-GUI-02.png ...
by moon69
Thu Nov 03, 2016 3:46 pm
Forum: Technical Help
Topic: Steam upgraded me to 14.x
Replies: 3
Views: 1109

Re: Steam upgraded me to 14.x

Thanks Klonan...That would explain it :) I can't see any posts about this milestone though? The Steam News article about 0.14.18 even finishes with a message about how to get experimental versions. I suggest to have a message in-game after a major update like this... it wasn't nice opening my save g...
by moon69
Thu Nov 03, 2016 3:23 pm
Forum: Technical Help
Topic: Steam upgraded me to 14.x
Replies: 3
Views: 1109

Steam upgraded me to 14.x

I was happily playing Steam v0.13.x yesterday, but when I launched Factorio just now it was 0.14.18 (build 25281, win64, steam). I double checked in Steam -> Library -> Factorio -> Properties -> Betas and the "Select the beta" option remains at "NONE - Opt out of all beta programs&quo...
by moon69
Wed Sep 21, 2016 4:04 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145296

Re: Bugs and problems

I too am having this "Can't connect inserters to circuit network" issue - I'm glad to hear I'm not alone. Using the entire suite of the latest 5dim's that's on the Mod Portal (mods.factorio.com). I've had the issue since I started .13.x, which was .13.8, continuously up to this point (.13...
by moon69
Sun Sep 18, 2016 7:21 pm
Forum: 5dim's mod
Topic: Translations and apports
Replies: 12
Views: 11964

Re: Translations and apports

There seem to be some missing techs in all locales (but I'm new to mods so may be mistaken!)... EG: 5dim_energy_0.13.1\locale\en\locale.cfg [technology-name] ... electric-energy-accumulators-2 = Electric energy accumulators 2 electric-energy-accumulators-3 = Electric energy accumulators 3 5dim_logis...

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