Search found 125 matches
- Mon Apr 09, 2018 8:03 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 17393
Re: [0.16] Attach Notes - to blueprints and entities
this mod crashes the gaqme back to main menu. I need the exact error message or the log file (which should contain the error msg) otherwise I can't help. The modding api sadly only allows to create GUIs on the top left with the focus problems you mentioned and I cannot alter the vanilla blueprint G...
- Wed Mar 07, 2018 8:24 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 17393
Re: [0.16] Attach Notes - to blueprints and entities
Open up the entity (click on it) and there should appear a little blue button with a yellow plus sign on the top left of the screen. Use it to create a new note.
Some entities like combinators have a note by default.
Some entities like combinators have a note by default.
- Thu Mar 01, 2018 2:27 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 17393
Re: [0.16] Attach Notes - to blueprints and entities
Fixed for version 0.1.6
Thank you for the report
Thank you for the report
- Thu Mar 01, 2018 2:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.25] Bigger than 32x32 item icons are tiny in alt-mode
- Replies: 4
- Views: 3367
Re: [0.16.25] Bigger than 32x32 item icons are tiny in alt-mode
Thank you! works as expected now
- Sun Feb 25, 2018 7:56 pm
- Forum: Modding help
- Topic: Wanting to adjust turret targeting priorities
- Replies: 1
- Views: 836
Re: Wanting to adjust turret targeting priorities
AFAIK turrets don't have a prioritising mechanic built in, so you would have to simulate it. You can set the shootng target of a turret using LuaEntity::shooting_target Although I don't know how this could be used in a way that doesn't completely kill your performance. Maybe use the events on_entity...
- Sat Feb 24, 2018 1:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.25] Bigger than 32x32 item icons are tiny in alt-mode
- Replies: 4
- Views: 3367
[0.16.25] Bigger than 32x32 item icons are tiny in alt-mode
Possibly related to this: https://forums.factorio.com/viewtopic.php?f=11&t=57683&p=342251 I have some items with icons of size 64x64 px in my Attach Notes mod. All these items also have an almost equal virtual signal with the same icon properties. The items icon is tiny in alt mode ingame: h...
- Fri Feb 02, 2018 11:58 am
- Forum: Implemented mod requests
- Topic: on_blueprint_book_active_index_changed
- Replies: 4
- Views: 1329
Re: on_blueprint_book_active_index_changed
That works as well. Thank you
- Fri Jan 26, 2018 11:01 pm
- Forum: Implemented mod requests
- Topic: on_blueprint_book_active_index_changed
- Replies: 4
- Views: 1329
Re: on_blueprint_book_active_index_changed
That's fine, I only need to know if index of the item in the cursor changed. It is for my mod Attach notes (see signature). I have custom GUI which shows the note of the selected blueprint. The gui has to update when the selected blueprint changes. For normal blueprints I use on_player_cursor_stack_...
- Sat Jan 20, 2018 11:28 am
- Forum: Implemented mod requests
- Topic: on_blueprint_book_active_index_changed
- Replies: 4
- Views: 1329
on_blueprint_book_active_index_changed
Please add a new event called "on_blueprint_book_active_index_changed" (or something like that) which fires when the player changes the active index of the blueprint book in his cursor. Should at least contain the player index as an attribute. Right now I have to monitor the LuaItemStack.a...
- Tue Jan 16, 2018 9:04 pm
- Forum: Modding help
- Topic: Blueprint trickery: advice wanted
- Replies: 3
- Views: 1014
Re: Blueprint trickery: advice wanted
Are you sure simple-entity-with-owners are not blueprintable? AFAIK for an entity to be blueprintable it has to have an item that places the entity, so make sure these always exist. If thats not the issue just try using a different entity type like for example a constant combinator. You could then a...
- Fri Jan 12, 2018 7:15 pm
- Forum: Modding help
- Topic: Is it possible to set a command for a robot
- Replies: 1
- Views: 698
Re: Is it possible to set a command for a robot
Unfortunately there is no easy command to create orders for bots. For logistic bots you have to create a provider and requester chest, set the requests and they will try to fulfill it. For construction bots you can: - order the deconstuction of something (see LuaEntity.order_deconstruction and LuaSu...
- Tue Jan 09, 2018 11:27 am
- Forum: Modding help
- Topic: Custom entity tooltips?
- Replies: 6
- Views: 1749
Re: Custom entity tooltips?
Since you cannot edit the basegames GUIs you have to rely on a workaround. The only one I know of which would come very close to what you want only works for entities which support custom backer names: Basically you add a newline to the backer name of the entitiy and add your text there: player.sele...
- Thu Jan 04, 2018 4:35 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79936
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Hey, there seems to be a conflict between Flare Stack and my mod Attach Notes . Someone reported this error. I nailed it down to an issue in your data-final-fixes.lua at line 95: for ki, vi in pairs(data.raw.item) do -- create incineration recipe for any item, and any chemical fuel with less energy ...
- Wed Jan 03, 2018 5:06 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2430
Re: Access neighbour bonus of nuclear reactor
In data.lua you can just set neighbour_bonus to whatever you like, you don't need to change the heat thing. The vanilla reactor does it like this: { type = "reactor", name = "nuclear-reactor", [...] neighbour_bonus = 1, [...] } I guess 1 means a neighbour bonus of +100% (1 * 100 ...
- Tue Jan 02, 2018 1:38 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42281
Re: [0.16] Even Distribution
Yeah I can do it when I find some spare time. But this will require some more work since I already have like 10 different settings and it starts to become very messy. Maybe I'll add seperate config GUI with different profiles that can be switched between with a shortcut. You can follow the progress ...
- Mon Jan 01, 2018 11:34 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2430
Re: Access neighbour bonus of nuclear reactor
Yes it seems to be missing. The only way I see to change it would be, to create a new reactor type with a different neighbor bonus and replace the old one with it.
Or you could try asking here and maybe they'll add the property if you're lucky.
Or you could try asking here and maybe they'll add the property if you're lucky.
- Mon Jan 01, 2018 10:24 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 17393
[0.17] Attach Notes - to blueprints and entities
https://mods-data.factorio.com/assets/ad4ca634831201a2441a4dfe71b5ac83b418047f.png https://mods-data.factorio.com/assets/2924e671596ff1a00d9b1fa5743497ed19dced16.png https://mods-data.factorio.com/assets/b0a7b5e2811cb5eb35e895e7220ce7951b847354.png https://mods-data.factorio.com/assets/9f037502ac6f...
- Mon Jan 01, 2018 10:15 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2430
Re: Access neighbour bonus of nuclear reactor
You can only changes it at startup in the data.lua files (not in control.lua). This is the prototype definition of the nuclear reactor: { type = "reactor", name = "nuclear-reactor", icon = "__base__/graphics/icons/nuclear-reactor.png", icon_size = 32, flags = {"pla...
- Mon Jan 01, 2018 10:06 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42281
Re: [0.16] Even Distribution
First of all - great mod, I love it, thank you kindly for making it. But I have a question: Is it possible to distribute items in a way that only the amount what you are currently holding is being distributed instead of distributing every single resource you own of that type? For example, I have 2k...
- Sat Dec 30, 2017 11:06 am
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 8336
Re: "Server error: Network Error"
Getting the same error. I can't update Even Distribution. Tried to upload an old version which was already up an got the same error, so it's definately a server side issue.
Please fix
Please fix