Search found 71 matches
- Mon Jan 09, 2017 2:57 pm
- Forum: Implemented mod requests
- Topic: Add a way to get the items request of an item-request-proxy.
- Replies: 6
- Views: 2202
Re: Add a way to get the items request of an item-request-proxy.
Ah, unfortunately I missed it before in the 0.15 API changes list. Any chance we could still get the proxy request returned from ::revive()?
- Mon Jan 09, 2017 1:26 pm
- Forum: Implemented mod requests
- Topic: Add a way to get the items request of an item-request-proxy.
- Replies: 6
- Views: 2202
Re: Add a way to get the items request of an item-request-proxy.
Yes, but unfortunately that isn't very helpful after the ghost is revived.
- Mon Jan 09, 2017 1:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Hard crash when setting energy_consumption to 0kW
- Replies: 1
- Views: 4877
[0.14.21] Hard crash when setting energy_consumption to 0kW
I changed an exoskeleton's energy_consumption to 0kW in data-final-fixes and got a hard crash upon equipping it.
- Mon Jan 09, 2017 9:00 am
- Forum: Implemented mod requests
- Topic: Add a way to get the items request of an item-request-proxy.
- Replies: 6
- Views: 2202
Add a way to get the items request of an item-request-proxy.
Title says it all, would be great to have some way to get the requests of an item-request-proxy entity.
EDIT: Would it also be possible to have the item-request-proxy be returned as the third value from LuaEntity::revive()?
EDIT: Would it also be possible to have the item-request-proxy be returned as the third value from LuaEntity::revive()?
- Mon Jan 09, 2017 12:50 am
- Forum: Modding discussion
- Topic: [Solved]Export Game Event Data and Players to Log File again
- Replies: 11
- Views: 3772
Re: [Solved]Export Game Event Data and Players to Log File again
It's being added in 0.15, until then you'll have to wait
- Sun Jan 08, 2017 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Hard crash with more floors mod
- Replies: 2
- Views: 5338
Re: [0.14.21] Hard crash with more floors mod
I can try to get a save from before the issues if needed.
- Sun Jan 08, 2017 2:20 pm
- Forum: Modding discussion
- Topic: Angel Mods?
- Replies: 10
- Views: 2612
Re: Angel Mods?
Okay so Im using modpack called arumbaangelbobs now with rso since I could not find farlands. Problem: I cant seem to automate making stone. I do have *a lot* of crushed stone but I cant figure out how to make stone out of crushed stone or out of anything except hand crafting stone from crushed sto...
- Sun Jan 08, 2017 1:48 pm
- Forum: Modding discussion
- Topic: [Solved]Export Game Event Data and Players to Log File again
- Replies: 11
- Views: 3772
Re: Export Game Event Data [and Player Names to Log File again]
script.on_event(defines.events.on_player_joined_game, function(event) game.write_file("joinlist", game.players[event.player_index].name.."\n", true, 0) end) Just an example, you can use any event you like. The first argument of game.write_file is the file path (it appears in scr...
- Sun Jan 08, 2017 12:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Hard crash with more floors mod
- Replies: 2
- Views: 5338
[0.14.21] Hard crash with more floors mod
This is a strange issue indeed, if it's the mod's fault somehow then I would love some insight into why exactly that is the case. The save in question was being played with version 0.0.5 of my mod pack . After updating to 0.1.1, which added several new mods including More Floors, the save became bro...
- Sun Jan 08, 2017 3:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Item-proxy-request remains after player fills it.
- Replies: 1
- Views: 1251
[0.14.21] Item-proxy-request remains after player fills it.
As shown in the attached image, an item-proxy-request remains even after a player has filled the module slots of the entity. It's a very minor bug but it would be nice if it could be fixed.
- Fri Jan 06, 2017 2:52 am
- Forum: Modding help
- Topic: /slap 5
- Replies: 17
- Views: 5602
Re: /slap 5
Will this be available in scenarios? Or will it have to be registered in the data section?Rseding91 wrote:For 0.15 you can register your own console commands in mods.
- Tue Jan 03, 2017 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Sendto failed Requested address not valid
- Replies: 4
- Views: 6831
Re: [0.14.21] Sendto failed Requested address not valid
I get this all the time, I think it's because I double click on the server name in the listing too quickly.
- Fri Dec 30, 2016 12:59 am
- Forum: Pending
- Topic: [0.14.14] Random Drops from Multiplayer Servers
- Replies: 9
- Views: 3922
Re: [0.14.14] Random Drops from Multiplayer Servers
If it helps I remember it showed something about ElfLeaderMike reconnecting from a different source/location, something like that. It was a while ago so I'm not 100% certain.
- Wed Dec 28, 2016 5:35 am
- Forum: Gameplay Help
- Topic: Problem with imported blueprint
- Replies: 4
- Views: 1526
Re: Problem with imported blueprint
Not sure which mod you are importing the blueprint with. Most of them have a button called upgrade or something which you can click while holding the blueprint to fix the positioning and avoid this issue. I at least know that the blueprint string mod has this.
- Sat Dec 24, 2016 12:10 am
- Forum: Modding help
- Topic: Proper way to retrieve player position?
- Replies: 2
- Views: 1033
Re: Proper way to retrieve player position?
That is the proper way. You are trying to print position[1], but position only has x and y indexed. Try printing position.x or position.y and you should see the correct values. In the water_tile table, you need to do position=position, like you did with the name.
- Wed Dec 21, 2016 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21][posila] Entity ghosts on other forces
- Replies: 4
- Views: 6142
Re: [0.14.21] Entity ghosts on other forces
The electric pole one is not a big deal because it doesn't actually change how it works. But the underground belt behaviour means that ghost underground belts are invisible barriers. It just doesn't make sense, why do underground belts connect to ghosts?
- Sat Dec 17, 2016 8:57 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 22741
Re: [MOD 0.14.x] UPS-up
---Bug report--- I downloaded this mod as a part of the 3Ra Modpack, and now my machines are not working properly. As this mod messes with the UPS, it is the most likely cause. Can you elaborate on your issue? In what way are your machines not working properly? EDIT: I see that by your post on the ...
- Fri Dec 16, 2016 2:39 pm
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69150
Re: How did you discover Factorio?
I discovered it from a Sips YouTube series that he did a few years (only 5 or 6 videos so I was curious to try the game out and see what came next).
- Fri Dec 16, 2016 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 5623
Re: Show Non-Researched Items as Locked
I feel like this addition would just add a lot of not particularly useful information to the crafting menu for most players, especially in the early game. However I do think that some players, eg those new to a game or a particular mod, could benefit from this addition. Perhaps it would be best impl...
- Fri Dec 16, 2016 9:19 am
- Forum: Not a bug
- Topic: death in multiplayer = blueprints from book are gone
- Replies: 2
- Views: 1283
Re: death in multiplayer = blueprints from book are gone
Unfortunately our implementation of gravestone in our scenario only covers blueprints by themselves. I'll make it a priority for us to add blueprint book saving too.