Search found 102 matches

by _npo6ka_
Wed Nov 22, 2017 7:51 pm
Forum: Modding interface requests
Topic: Disable achievements
Replies: 8
Views: 2916

Disable achievements

What do you think about disabling the player's achievement.
Sometimes we have to write/use mods that unlawfully open the research or illegally get any items. I would like to turn off achievements at such moments. You can also add inclusion of achievements.
by _npo6ka_
Wed Nov 22, 2017 7:41 pm
Forum: Implemented mod requests
Topic: Selected recearch
Replies: 9
Views: 3034

Re: Selected recearch

Up.
Unfortunately, I did not receive any comment on my proposal :(
by _npo6ka_
Thu Nov 16, 2017 9:17 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

I think the recipe gui should show a list of possible unlock technologies, rather than just a single technology. An example of why this is necessary occurs in the base game when unlocking the roboport recipe. There are two possible technologies that unlock roboports, Logistics Robotics and Construc...
by _npo6ka_
Sun Nov 12, 2017 3:11 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

cpy wrote:I can confirm bug too.
This mod causes desync first time it is used in MP and everytime new player joins it causes desync also.

FNEI_0.0.11.zip
Is it fixed in 13?
Thanks for your feedback.
This issue has been fixed in version 0.0.13.
by _npo6ka_
Sun Nov 12, 2017 3:09 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

Another feature request: Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Yes in game terms they create/use the appropriate fluid, but when you are looking for how to create this/what is this used for, they are mainly unnecessary clutter. seconded. And how about ...
by _npo6ka_
Sun Nov 12, 2017 3:07 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

Another feature request: Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Yes in game terms they create/use the appropriate fluid, but when you are looking for how to create this/what is this used for, they are mainly unnecessary clutter. Edit: Would also be nice...
by _npo6ka_
Sun Nov 12, 2017 3:02 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

Request: Exclude hidden/disabled recipes and tech or add an handler to do the same. The only hidden recipe that maybe needs to be shown is the rocket silo recipe. Thanks for your feedback. Initially, all the hidden recipes are not displayed in the interface of the FNEI, but there are settings that ...
by _npo6ka_
Sun Nov 12, 2017 2:56 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.13

Really nice and much needed mod. Thank you. Suggestion: some sort of minimalistic mode that will show for a given item only icons of the recipes (and their names on mouseover), but all of them at once on the same page. That will allow player to see in just a single glance how he can get an item and...
by _npo6ka_
Wed Oct 25, 2017 8:45 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure: 1. Player 1 starts a new multiplayer game 2. Player 1 presses ctrl+e to open FNEI gui 3. Player 1 clicks right arrow in the FNEI gui to scroll to...
by _npo6ka_
Mon Oct 23, 2017 12:14 pm
Forum: Implemented mod requests
Topic: Selected recearch
Replies: 9
Views: 3034

Re: Selected recearch

The research screen always opens on the currently researched technology. You could thus try faking what you want by: 1) store current technology 2) set player.force.current_research to the tech you want to open the gui for 3) open the gui 4) set player.force.current_research back to 1) This ofc ass...
by _npo6ka_
Mon Oct 23, 2017 10:12 am
Forum: Implemented mod requests
Topic: Selected recearch
Replies: 9
Views: 3034

Re: Selected recearch

Yes, research is force specific, not player specific. Or add the ability to install the selected recearch. For example player.selected_recearch = "assembling-machine" There already is player.force.current_research = "automation-2" current_research refers to player.force, but I w...
by _npo6ka_
Sun Oct 22, 2017 11:30 pm
Forum: Implemented mod requests
Topic: Selected recearch
Replies: 9
Views: 3034

Selected recearch

Could you add the opportunity to open technology gui on the technology passed as an argument to the function.
Or add the ability to install the selected recearch.
For example player.selected_recearch = "assembling-machine"
by _npo6ka_
Sun Oct 22, 2017 11:18 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

nOObe wrote:dear _npo6ka_;

Is a reverse recipe lookup possible? It would be very handy for beginners trying many of the complex mods to find their way.
Use the right mouse button to show the reverse recipes.
by _npo6ka_
Sun Oct 22, 2017 11:16 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

FactorioParadox wrote:Really liked this mod on the other sandbox game and it's great to see it here, but I think you should come up with a more original name for it (unless you're the creator of the other one).
I came up with this name for a few weeks. This name seemed the most original of all options.
by _npo6ka_
Sun Oct 22, 2017 11:13 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure: 1. Player 1 starts a new multiplayer game 2. Player 1 presses ctrl+e to open FNEI gui 3. Player 1 clicks right arrow in the FNEI gui to scroll to...
by _npo6ka_
Sun Sep 10, 2017 8:36 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.11

Thanks for the update, I noticed few unattainable recipes are still showing up with version 0.0.11. I believe the issue this time is that the technology itself has been disabled. Angels disables the base game oil processing technologies and adds a set of new technologies for its own processing setu...
by _npo6ka_
Sun Sep 10, 2017 8:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.31] Invalid text width inside the LuaFrame
Replies: 2
Views: 1202

Re: [0.15.31] Invalid text width inside the LuaFrame

Klonan wrote:You can set the maximal width of the label with style, which would probably work well if you are hard defining the frame width
thank you very much for your help, it work.
by _npo6ka_
Sat Sep 09, 2017 9:32 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59582

Re: [MOD 0.15.15+] Factorio NEI 0.0.10

Some of the recipes displayed are completely unavailable for crafting. An example of this is the plastic bar recipes when playing with angels petrochem. Angels has removed the technology unlock for the regular plastic recipe, and added an unlock for its own liquid plastic recipe. But FNEI still dis...
by _npo6ka_
Sat Sep 09, 2017 6:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.31] Invalid text width inside the LuaFrame
Replies: 2
Views: 1202

[0.15.31] Invalid text width inside the LuaFrame

I created a label inside the frame and assigned it some description from the localized file. Also for label specified parameter single_line = false. local label = content_tab.add({type = "frame", name = "frame_for_label", style = "text_frame"}) label.add({type = "l...
by _npo6ka_
Fri Jul 07, 2017 11:34 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.09 - 0.14.21] Hardez modpack 0.2.1
Replies: 22
Views: 30037

Re: [0.14.09 - 0.14.21] Hardez modpack 0.2.1

I have troubles with rocket fuel : i can't make the rocket fuel in advanced chemical plant : the recipe is not available. If i disable CMHMOD, i can produce rocket fuel (without the need of Nitroglycerine) but in the rocket silo, i jus't can't make anything : no available recipe. Does someone got a...

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