Search found 106 matches

by IngoKnieto
Sat Jun 15, 2019 6:58 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

Also today I was dumbfounded what is happening in my ECS setup, after some troubleshooting I believe there is cross-leaking between two adjacent cooling towers in the middle of my setup, even though their inputs and outputs mismatch. I hope following video illustrate it clearly: https://youtu.be/b0...
by IngoKnieto
Tue May 07, 2019 5:54 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

In case you're not checking your Github page, here's link for issue I found when using factorio.zone: https://github.com/IngoKnieto/factorio-realistic-reactors/issues/5 I actually don't check the Github page anymore ;) The cause of the error seems to be the function that "listens" for the...
by IngoKnieto
Mon Mar 04, 2019 7:40 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32776

Re: [0.15] Folks Factorio Fabrications

And for " stop that silly robot " you just have to update the version number in the info.json, the mod still seems to be compatible with v 0.17. This is how info.json should look: { "name": "folk-stopthat", "version": "0.1.4", "title": &quo...
by IngoKnieto
Fri Oct 19, 2018 9:42 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

I get the following error when I insert fuel into a reactor: Error while running event RealisticReactors::on_tick (ID 0) __RealisticReactors__/control.lua:898: bad argument #-1 to 'insert' (string expected, got table) Also ran into an issue when deconstructing some uranium miner blueprint I had pla...
by IngoKnieto
Wed Oct 10, 2018 9:13 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

... Namely, I can't get the temp to go over 522. I have 4 reactors and the bonus says it's 4. Less than half of my turbines are running now. What am I doing wrong? I don't see it exactly in your screenshot, but you probably need to stop the water supply to the heat exchangers, until your reactors h...
by IngoKnieto
Fri Sep 21, 2018 8:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

Hey everybody - we have just posted a major update of this mod in the mod portal:
https://mods.factorio.com/mod/RealisticReactors

Also the the first post for more details on the new functions...
by IngoKnieto
Mon Sep 17, 2018 4:40 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks! The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the ...
by IngoKnieto
Sun Sep 16, 2018 10:00 pm
Forum: Modding help
Topic: Poison cloud damage - no trees
Replies: 1
Views: 611

Re: Poison cloud damage - no trees

Code: Select all

entity_flags = {"breaths-air"},
forces = {"ally","enemy"},
This does the trick :)
by IngoKnieto
Sun Sep 16, 2018 8:39 pm
Forum: Modding help
Topic: Poison cloud damage - no trees
Replies: 1
Views: 611

Poison cloud damage - no trees

Does anybody know how to make a poison cloud, that doesn't damage trees? I would like to make one, that only damages worms, biters and players, but I can't find the right combination of entity_flags and forces. action = { type = "direct", action_delivery = { type = "instant", tar...
by IngoKnieto
Sun Sep 16, 2018 8:18 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks! The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the ...
by IngoKnieto
Sun Sep 02, 2018 1:10 pm
Forum: Modding help
Topic: How to create entity with unit_number
Replies: 5
Views: 1467

Re: How to create entity with unit_number [solved]

Thanks!

simple-entity-with-owner and simple-entity-with-force seem to have a unit number.
by IngoKnieto
Sun Sep 02, 2018 12:55 pm
Forum: Modding help
Topic: How to create entity with unit_number
Replies: 5
Views: 1467

Re: How to create entity with unit_number

The type is "simple-entity". This is how it is created (shortened): ruin = surface.create_entity{ name=REACTOR_RUIN_NAME, position=dead_reactor_core.position, force=dead_reactor_core.force, } [...] game.players[1].print("ruin.unit_number "..ruin.unit_number) This is the error thr...
by IngoKnieto
Sun Sep 02, 2018 11:14 am
Forum: Modding help
Topic: How to create entity with unit_number
Replies: 5
Views: 1467

How to create entity with unit_number

As far as I know every entity build by the player has the unique property "unit_number". However if I place an entity by script using surface.create_entity the unit_number of that entity is nil.
How can I create an entity by script with a unit_number?
by IngoKnieto
Wed Aug 15, 2018 7:44 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

I think so too, this fits pretty well together...
newmodels.png
newmodels.png (1.25 MiB) Viewed 6685 times
by IngoKnieto
Mon Aug 13, 2018 8:30 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

With version 1.0.4 I just released a mini update with the new picture of the cooling tower.
The reactor picture is a little bit more difficult, it will be changed in a big update which is already in the making. Probably at the end of August / beginning of September...
by IngoKnieto
Sun Aug 12, 2018 12:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

Wow, thanks! That tower looks really good:
newcoolingtower.png
newcoolingtower.png (778.57 KiB) Viewed 6729 times
I think it even fits better in the Factorio style than the previous one :)
by IngoKnieto
Thu Aug 09, 2018 8:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105010

Re: [MOD 0.16] Realistic Reactors

Damn, this looks a lot like you are right :shock: I actually didn't know this, I'm just re-using the graphic files from the original reactors mod. Well, I guess I have to look for new building models now, which really is a problem, because I have no clue how to make them myself :( Or maybe the origi...
by IngoKnieto
Wed Jul 25, 2018 8:27 pm
Forum: Modding interface requests
Topic: signal sorting/order property
Replies: 11
Views: 2782

Re: signal sorting/order property

eradicator wrote:Or simply add an interface option "don't sort signals by value" so they're always in order-string order. Player interface already has an option to disable auto-sort so it wouldn't be a totally new thing.
+1 for this option ;)
by IngoKnieto
Mon Jul 16, 2018 9:24 pm
Forum: Modding help
Topic: How to make an entity with circuit_wire_connection_point(s)
Replies: 3
Views: 878

Re: How to make an entity with circuit_wire_connection_point(s)

That's what I was afraid of :cry: I already figured out the solution with a second entity, but if I see it correct, blueprints taken of both entities will not contain the wiring to that entity (from a pole also in the blueprint for example). That's what I was trying to "workaround". Thanks...
by IngoKnieto
Mon Jul 16, 2018 6:45 pm
Forum: Modding help
Topic: How to make an entity with circuit_wire_connection_point(s)
Replies: 3
Views: 878

How to make an entity with circuit_wire_connection_point(s)

I would like a modded nuclear reactor to give out its content (=fuel cell and empty fuel cells) to the circuit network, therefor the circuit wires need to be attachable to the reactor. Can anybody tell me how to do this? I tried to add circuit_wire_connection_point and circuit_wire_max_distance to t...

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