Search found 502 matches

by lovely_santa
Thu Jun 21, 2018 5:30 pm
Forum: Duplicates
Topic: [0.16.51] multilayer icon not showing correctly on surface
Replies: 1
Views: 710

[0.16.51] multilayer icon not showing correctly on surface

Hi, When making the icon for an item that is made out of multiple layers its not showing correctly: icons = { { -- vanilla tree icon = data.raw["tree"]["tree-09"].icon, icon_size = data.raw["tree"]["tree-09"].icon_size, }, { -- number overlay icon = "__an...
by lovely_santa
Thu Jun 21, 2018 11:57 am
Forum: Won't fix.
Topic: [0.16.45] Science tree alignment not centered
Replies: 2
Views: 1460

Re: [0.16.45] Science tree alignment not centered

I will keep an eye out.

Thanks for the response,
lovely_santa
by lovely_santa
Wed Jun 20, 2018 11:41 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59670

Re: [MOD 0.15.15+] FNEI 0.1.6

Hi, I was trying out one of my (unreleased) mods out, but couldn't find the recipe in the FNEI search. Afther digging in I think you forgot to add in entity buildings with a fixed recipe. For example in vanilla is the rocket silo, which has a fixed recipe set that create rocket parts and that wasn't...
by lovely_santa
Thu Jun 14, 2018 10:18 am
Forum: Won't fix.
Topic: [0.16.45] Science tree alignment not centered
Replies: 2
Views: 1460

[0.16.45] Science tree alignment not centered

Hi, On my MoreScience mod i'm implementing an addon for bobsangels. This extends the science tree by ... lets say a lot. :lol: So when I got a research that unlocks a new science pack (in this example advanced science research 1, unlocking the purple pack) I got a lot of new technologies that requir...
by lovely_santa
Tue Jun 12, 2018 7:46 am
Forum: Modding interface requests
Topic: Dependency list: recommended version
Replies: 0
Views: 545

Dependency list: recommended version

Hi, So if I want a mod, despite the version of it working with my mod. Apart from that I would like to give a suggested, recommeded version to play on. unknown.png For example, I got a mod that works with angelsrefining anyway, and say for example angelsrefining implemented something 'special' in ve...
by lovely_santa
Fri Jun 08, 2018 8:08 pm
Forum: Pending
Topic: [0.16.45+][Modding] Cannot disable mod located in a folder
Replies: 5
Views: 1327

Re: [0.16.45+][Modding] Cannot disable mod located in a folder

So... I just quited programming and before I closed factorio I tried again and without atom open it DID disable the mod... while, before, it wasn't...
by lovely_santa
Fri Jun 08, 2018 7:24 pm
Forum: Pending
Topic: [0.16.45+][Modding] Cannot disable mod located in a folder
Replies: 5
Views: 1327

Re: [0.16.45+][Modding] Cannot disable mod located in a folder

I must note, I got the mod folder open in atom as well... it worked yesterday for a while.. but now its doiing it again...
by lovely_santa
Fri Jun 08, 2018 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Inventory not filtered when you are killed
Replies: 4
Views: 1686

Re: [kovarex] [0.16.45] Inventory not filtered when you are killed

Hmmm... seems to not happening anymore since i've updated to 0.16.47 and reverted back...
by lovely_santa
Fri Jun 08, 2018 12:00 pm
Forum: Pending
Topic: [0.16.45+][Modding] Cannot disable mod located in a folder
Replies: 5
Views: 1327

Re: [0.16.45+][Modding] Cannot disable mod located in a folder

This is how my mod directory looks now: Knipsel.PNG This is how it looks ingame: Knipsel2.PNG Now let's disable one of the mods in a regular folder (picture taken afther pressing the toggle button): Knipsel3.PNG When pressing the back button, it starts reloading the game with the 'new' mod list (aka...
by lovely_santa
Thu Jun 07, 2018 6:04 pm
Forum: Pending
Topic: [0.16.45+][Modding] Cannot disable mod located in a folder
Replies: 5
Views: 1327

[0.16.45+][Modding] Cannot disable mod located in a folder

Hi, Simple bug this time... When loading a mod list, you can disable a mod ingame, toggling a mod on the mod list, or you can modify the mod-list.json file directly. When I disable a mod that is located in a zip folder, i can disable the mod in both cases. When the mod is just in a folder (AKA not i...
by lovely_santa
Sun Jun 03, 2018 7:13 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Inventory not filtered when you are killed
Replies: 4
Views: 1686

Re: [0.16.45] Inventory not filtered when you are killed

It also happened on the other slots (like the first slot of the inventory)
by lovely_santa
Sat Jun 02, 2018 7:20 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Inventory not filtered when you are killed
Replies: 4
Views: 1686

[kovarex] [0.16.45] Inventory not filtered when you are killed

Hi,

Another bug: When I die, for example someone else kills me, I respawn without my inventory filtered

Steps to reproduce:
  • Filter your inventory
  • Get killed (in my case by another player)
  • Respawn, character won't be filtered
Kind regards,
lovely_santa
by lovely_santa
Sat Jun 02, 2018 6:27 pm
Forum: Modding help
Topic: [0.16.41][Modding] rocket-part not showing "made in" icon
Replies: 9
Views: 1612

Re: [0.16.41][Modding] rocket-part not showing "made in" icon

darkfrei wrote:If we have

Code: Select all

data.raw["rocket-silo"]["rocket-silo"].ingredient_count = nil
then we can have unlimited ingredients?
No, as i think it needs the ingredient_count set to a value...
by lovely_santa
Sat Jun 02, 2018 12:28 pm
Forum: Modding help
Topic: [0.16.41][Modding] rocket-part not showing "made in" icon
Replies: 9
Views: 1612

Re: [0.16.41][Modding] rocket-part not showing "made in" icon

First of all, I don't set a "fixed recipe" on the rocket silo, and second of all, you should look if the number of ingredients is lower then yours, if you need 4 items, but its already set to 5 or 6, don't change it back to 4...
by lovely_santa
Thu May 31, 2018 9:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.45+][Modding] Copy/Paste of constant combinator wrong?
Replies: 1
Views: 2424

[0.16.45+][Modding] Copy/Paste of constant combinator wrong?

Hi, I got a custom constant combinator (same type, other name): local deepStorageMonitor = deepcopy(data.raw["constant-combinator"]["constant-combinator"]) deepStorageMonitor.name = Settings.storageMonitorName deepStorageMonitor.allow_copy_paste = false As you see I don't want to...
by lovely_santa
Thu May 31, 2018 10:19 am
Forum: Resolved Problems and Bugs
Topic: [0.16.45+][Modding] Inserter doesn't start inserting vehicle
Replies: 1
Views: 3342

[0.16.45+][Modding] Inserter doesn't start inserting vehicle

Hi, While creating I mod I stumbled about a pretty complicated bug... Lets begin... First we start with placing 2 inserters, with different kind of items... Knipsel1.PNG Afther that, we place our modded 'car' entity where the inserters are (NOTE: there is also a constant combinator on top of it with...
by lovely_santa
Wed May 30, 2018 11:48 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.16.1] Circuit wire shadows are offset from connector
Replies: 8
Views: 2927

Re: [posila] [0.16.1] Circuit wire shadows are offset from connector

Bilka suggested to add this info while i was modding a constant combinator entity (locked in north orientation)... @Bilka is this a bug? When the wire distance gets longer, the shadow of the wires moves up a bit? unknown[1].png (the upper one i used as reference, the shadow is correct, and then with...
by lovely_santa
Tue May 29, 2018 9:04 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Backing up in rail car, turns are opposite key
Replies: 16
Views: 9019

Re: [kovarex] [0.16.45] Backing up in rail car, turns are opposite key

That should only be the case if you have a double header train (aka the bottom one in the other direction)
by lovely_santa
Mon May 07, 2018 7:35 pm
Forum: Modding help
Topic: [0.16.41][Modding] rocket-part not showing "made in" icon
Replies: 9
Views: 1612

Re: [0.16.41][Modding] rocket-part not showing "made in" icon

Yup, I totaly missed that...

This fixed it...

Code: Select all

data.raw["rocket-silo"]["rocket-silo"].ingredient_count = 6
by lovely_santa
Mon May 07, 2018 7:22 pm
Forum: Modding help
Topic: [0.16.41][Modding] rocket-part not showing "made in" icon
Replies: 9
Views: 1612

[0.16.41][Modding] rocket-part not showing "made in" icon

Hi, I'm currently working on changing the way the rocket is made :roll: . Here I use the following (relevant) code to make the rocket recipe visible, so it can be set just like an assembler: data.raw["rocket-silo"]["rocket-silo"].fixed_recipe = nil data.raw["rocket-silo"...

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