Search found 129 matches

by ZlovreD
Sat Jul 28, 2018 9:59 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [0.16.x] [Z] Adventure

I loaded this with whistle stop. I found a blue belt assembler. I hooked everything up thinking this is great, the belt assembler was not hooked however to lube - and I cannot rotate it. Wasted 3 hours to get to the point to realise it is unusable. Loaders also weren't connecting red belt to them. ...
by ZlovreD
Sat Jul 28, 2018 9:27 am
Forum: Resolved Problems and Bugs
Topic: I can no longer download some of my own mods
Replies: 8
Views: 2557

Re: I can no longer download some of my own mods

Update: Last version is downloadable. But previous is still not.
Looks like everyone who uploaded their mods in last 12 hours must to re-upload it.
by ZlovreD
Sat Jul 28, 2018 9:10 am
Forum: Resolved Problems and Bugs
Topic: I can no longer download some of my own mods
Replies: 8
Views: 2557

Re: I can no longer download some of my own mods

Same here: 23.878 Factorio initialised 28.459 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods?page_size=max 30.343 Info HttpSharedState.cpp:145: Status code: 200 34.713 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods/ZAdventure 34.853 Info Http...
by ZlovreD
Sat Jul 28, 2018 9:05 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [0.16.x] [Z] Adventure

I just tried to download the new version and it keeps getting download failed https://forums.factorio.com/viewtopic.php?f=7&t=61771&p=373566#p373566 Looks like mod portal lagging. So there is alternative link to download: https://mega.nz/#!yvw3GTiR!Xjs47cpb8sdoRCguEpai4aZq89ffBRCHW6yKOutrNC0
by ZlovreD
Sat Jul 28, 2018 9:03 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [0.16.x] [Z] Adventure

1.1.6
Changes:
- Blue belt area - assembler machine 3 now rotatable.
by ZlovreD
Fri Jul 27, 2018 11:31 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

1.1.5 News: - New area "Exchange post". - Added suport for 5dim mods - Added suport for Bob mods - Added suport for Angel's mods - Added suport for pY mods - Added settings to enable/disable areas directly Changes: - New rule for update existed area prototypes. Now you can describe only u...
by ZlovreD
Thu Jul 26, 2018 11:36 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [0.16.x] [Z] Adventure

So I installed the mod no other mods but this one and keep getting this error, I have version 0.16.51 loaded. I start a new game, start mining rock or just stand there and the error occurs Could you please enter into console ( ~ tilde key) right after load or after start the map: /c remote.call(&qu...
by ZlovreD
Tue Jul 24, 2018 4:57 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

1.1.4
News:
- Added suport for Alien Biomes mod
by ZlovreD
Mon Jul 23, 2018 12:23 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

1.1.3
Bugfixes:
- Fix force related bugs part 2.
- Fix for incorrect recipes
by ZlovreD
Mon Jul 23, 2018 3:06 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

1.1.2
Bugfixes:
- Fix force related bugs
by ZlovreD
Sun Jul 22, 2018 7:41 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

1.1.1
New:
- New setting to disable mod in PvP scenarios
- Additional optimization to lower save/load time and memory usage
Bugfixes:
- Fix of generation inside starting areas in pvp scenario
- Fix "Unique per force" restriction mechanics
by ZlovreD
Fri Jul 20, 2018 7:06 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

1.1.0 New: - New unique area "Inventive station". - New type of area. This areas is unique for each player factions and works only with selected players. How many factions - so many areas may be. - Added support for handling events (see area template in [Z] Adventure expansion (example) f...
by ZlovreD
Thu Jul 19, 2018 3:42 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 27889

Re: [MOD 0.16.x] [Z] Adventure

Upcoming "Inventive station":
Image
by ZlovreD
Tue Jul 17, 2018 1:18 pm
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

Re: [semi solved] restore event handler on load

I'm still not sure if you're too unfamilar with the API, or if i simply don't understand why you insist to use on_load. Because events not working after load and there is no way to store functions in global (event handlers including). And i don't know how many area prototypes may be on next load an...
by ZlovreD
Tue Jul 17, 2018 11:59 am
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

Re: [semi solved] restore event handler on load

Question 1: As per the opening post this transfer of data to control stage is actually working, right? Yes, working well. Question 2: So why do you need to store those functions in global, and why do you need to load them in on_load? As far as i can tell they're just static functions (i.e. they nev...
by ZlovreD
Tue Jul 17, 2018 8:07 am
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

Re: [semi solved] restore event handler on load

When all data is gathered and finalized - i need to make it accessable in "control". That why i'm serialize it. Then in "control", if appropriate event is accure i need to take data for specific event/situation, update it for the current state of the game and assign prepared han...
by ZlovreD
Tue Jul 17, 2018 6:48 am
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

Re: [semi solved] restore event handler on load

OP, can you please explain what you are transferring from data to control, and why you are doing it. I have core mod and unknown (in perspective) amount of expansion mods. Each expansion provide their own data and functions (including event handlers). Core data generated in "data", expans...
by ZlovreD
Tue Jul 17, 2018 1:42 am
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

Re: restore event handler on load

Ok, as temporal solution. preparing some information in data-final-fixes.lua local data = { } data.generateMessage = function() return "Hello world!" end local _dump = serpent.dump(data) local chunks = math.floor(#_dump / 199) + 1 -- remember number of chunks data:extend({ { type = "f...
by ZlovreD
Mon Jul 16, 2018 1:09 pm
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

Re: restore event handler on load

Any changes made to global before on_init are ignored. Don't access global outside of event handlers. It's just example of code to understand what happening I'm not sure if storing serialized functions works at all. (Storing non-serialized functions works though i think.) I'm transfer serialized fu...
by ZlovreD
Mon Jul 16, 2018 11:31 am
Forum: Modding discussion
Topic: [semi solved] restore event handler on load
Replies: 13
Views: 3208

[semi solved] restore event handler on load

I had searched everywhere but i still don't get how to make it work. Let's assume i have in control.lua something like this: arrayOfTickFunctions = {} function reactionOnSomeEvent(event) local _on_tick = function(event) if game.tick % 10 < 1 then game.print("Hello World!") end end global.s...

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