Search found 96 matches

by folk
Wed May 03, 2017 7:56 am
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

/c for i, p in pairs(game.players) do if p.gui.left.mod_gui_flow and p.gui.left.mod_gui_flow.mod_gui_button_flow and p.gui.left.mod_gui_flow.mod_gui_button_flow.shuttle_lite_button then p.gui.left.mod_gui_flow.mod_gui_button_flow.shuttle_lite_button.destroy() end end
by folk
Tue May 02, 2017 10:47 pm
Forum: Modding interface requests
Topic: LuaGameScript:get_entity_by_unit_number()
Replies: 4
Views: 1252

LuaGameScript:get_entity_by_unit_number()

Is there any particular reason why we are unable to get a LuaEntity from a unit_number (which would obviously fail silently for not-existing ones)?
by folk
Tue May 02, 2017 9:08 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

Hello! I added shuttle train lite to an already existing .15 MP server, it started causing instant desyncs when the second player connected. Removed the mod and the problem went away.. Not sure exactly what the cause is unfortunately but the mod seems to have triggered it. Thank you, unfortunately ...
by folk
Tue May 02, 2017 6:40 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

Hi, having some problems with Shuttle train Lite, using /reset command did make it show the correct names the only problem is it only shows 1 page of stations and the <- -> arrow keys are gone, when removing the mod the top-left icon is still there with the following message: "Unknown key:&quo...
by folk
Tue May 02, 2017 4:46 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

Added a new mod now: https://mods.factorio.com/mods/folk/fol ... equipment/
It's very strange.

Shenpen wrote:
folk wrote:That's a good question, I will investigate perhaps later tonight or tomorrow :-)
I know that I would have a lot of use for such a thing.
I have not forgot about the Text Plates thing.
by folk
Tue May 02, 2017 4:43 pm
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 62140

Re: [0.15] Mod setting/config interface - give your input

It's if you want to explicitly override the localized name or description, or you want to use some other key than [mod-setting-name/description].setting-name.
You could for example use the same l10n string for an item/recipe/whatever and the setting.
by folk
Tue May 02, 2017 9:49 am
Forum: Modding discussion
Topic: [Library] lib-reset v1
Replies: 0
Views: 604

[Library] lib-reset v1

Hi, I wanted to register a command in one of my addons to essentially do a complete reset of all its data, because I was a tard and released the addon before the internal data structures were managed correctly. And I figured why not make it something that other addons can piggyback on, just because ...
by folk
Tue May 02, 2017 9:49 am
Forum: Modding discussion
Topic: [Library] lib-events v1
Replies: 0
Views: 668

[Library] lib-events v1

So while making lib-reset , zx64 lamented that we can't use strings as event IDs, and so I tried to make this library just for fun - and I can't find any faults with it. Please refrain from releasing your own version of this library under the same name (though obviously the license allows you to do ...
by folk
Sun Apr 30, 2017 10:25 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

Well you beat me to it! To make your grids work with farl just modifiy the farl grid, https://github.com/Nexela/Shuttle-Train/blob/2.0.0/data-final-fixes.lua Also please allow a hotkey to find closest station (or the one selected) for calling a shuttle too Done and done! Thank you for the awesome ....
by folk
Sun Apr 30, 2017 9:16 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

If you want it to work with FARL please just use another mod that adds grids, like https://mods.factorio.com/mods/Optera/VehicleGrid
by folk
Sun Apr 30, 2017 8:32 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

Okay, I will make it work with FARL.
by folk
Sun Apr 30, 2017 7:59 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

Can you try 0.1.3, please?
If it doesn't work then, I will need a list of your addons.
If you give me that list, I will fix it.
by folk
Sun Apr 30, 2017 1:36 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

Re: [0.15] Folks Factorio Fabrications

That's a good question, I will investigate perhaps later tonight or tomorrow :-)
by folk
Sun Apr 30, 2017 11:23 am
Forum: Not a bug
Topic: [0.15.4] on_player_driving_changed_state does not trigger
Replies: 3
Views: 1022

Re: [0.15.4] on_player_driving_changed_state does not trigger

Alright, thank you! It might be worth mentioning this in the API docs, but it could also just be that it's self-evident to everyone but me, since this "issue" hasn't been raised on the forums before as far as my search could find.
by folk
Sun Apr 30, 2017 12:21 am
Forum: Not a bug
Topic: [0.15.4] on_player_driving_changed_state does not trigger
Replies: 3
Views: 1022

Re: [0.15.4] on_player_driving_changed_state does not trigger

It seems to be "broken" in 0.15.3 as well. I can test 0.14 tomorrow.

Perhaps it's not broken at all, and it never did trigger when you picked up your current vehicle.
by folk
Sat Apr 29, 2017 11:25 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: I made a calculator for all you OCD planners out there
Replies: 53
Views: 68165

Re: I made a calculator for all you OCD planners out there

I can just delete the post if you want. I am not going to update or work on it any further in any case.
by folk
Sat Apr 29, 2017 11:24 pm
Forum: Not a bug
Topic: [0.15.4] on_player_driving_changed_state does not trigger
Replies: 3
Views: 1022

[0.15.4] on_player_driving_changed_state does not trigger

Hi, I am unsure if this is a bug introduced in 0.15.4 or not, but I think it is; When the player picks up the vehicle they were in (mines it), on_player_driving_changed_state does not trigger at all. If he exits the vehicle using the keybinding, it does. EDIT: Only tested in a singleplayer local game.
by folk
Sat Apr 29, 2017 9:56 am
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32290

[0.15] Folks Factorio Fabrications

Welcome to Folks Factorio Fabrications (or the "how I learned to stop worrying and finally created a thread"-thread) I've made a few mods , and I don't want to manage one thread for each of them, because they're all quite tiny. So this thread is for all of them, if that's acceptable. And ...
by folk
Fri Apr 28, 2017 8:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.3] Can't hide blueprint/book from manager
Replies: 1
Views: 1754

[0.15.3] Can't hide blueprint/book from manager

I've made this mod some time ago; https://mods.factorio.com/mods/folk/mydecals In it, I create two custom types of items; a blueprint book, and a blueprint item. These both have the "hidden" flag set, and they also have enabled=false in the prototype: { type = "blueprint-book", n...

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