Search found 129 matches
- 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. ...
- 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.
Looks like everyone who uploaded their mods in last 12 hours must to re-upload it.
- 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...
- 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
- 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.
Changes:
- Blue belt area - assembler machine 3 now rotatable.
- 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...
- 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...
- 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
News:
- Added suport for Alien Biomes mod
- 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
Bugfixes:
- Fix force related bugs part 2.
- Fix for incorrect recipes
- 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
Bugfixes:
- Fix force related bugs
- 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
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
- 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...
- 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":
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...