Search found 106 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
https://mods.factorio.com/mod/RealisticReactors
Also the the first post for more details on the new functions...
- 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 ...
- 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"},
- 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...
- 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 ...
- 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.
simple-entity-with-owner and simple-entity-with-force seem to have a unit number.
- 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...
- 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?
How can I create an entity by script with a unit_number?
- 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...
- 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...
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...
- 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:
I think it even fits better in the Factorio style than the previous one
I think it even fits better in the Factorio style than the previous one
- 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...
- 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
+1 for this optioneradicator 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.
- 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...
- 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...