Search found 60 matches
- Wed Mar 13, 2019 12:43 am
- Forum: Pending
- Topic: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
- Replies: 2
- Views: 1339
[0.17.11] Inconsistant Mod Behaviour on Custom Created Map
What After creating a custom map in 17.11, my mod behaves inconsistently. The mod when after 80% of a fluid area is used, starts to replace the tiles in the fluid area with land tiles, it saves all the tiles locations to a global table, which is unique. In a newly made custom map, the mod doesn't w...
- Tue Mar 12, 2019 1:23 pm
- Forum: Not a bug
- Topic: [0.17.11] Disabled Inserter unloads on to train
- Replies: 8
- Views: 3449
Re: [0.17.11] Disabled Inserter unloads on to train
I believe this is working as intended. Jogged my memory on this one and i found the bug report from way back when. https://forums.factorio.com/viewtopic.php?f=11&t=49170 https://forums.factorio.com/viewtopic.php?f=3&t=50029 https://forums.factorio.com/viewtopic.php?f=3&t=50079 They did f...
- Sun Mar 10, 2019 3:07 pm
- Forum: Modding help
- Topic: [0.17.09] MODDING - Offshore Pump Fluid Type Not Respected or Locked
- Replies: 2
- Views: 1088
[0.17.09] MODDING - Offshore Pump Fluid Type Not Respected or Locked
What My mod uses a modified offshore pump to output crude oil. The entity has been deep copied from base, and had its fluid type changed to crude-oil. local offshorecrudeoil = table.deepcopy(data.raw["offshore-pump"]["offshore-pump"]) offshorecrudeoil.name = "offshore-crude...
- Tue Mar 05, 2019 11:41 pm
- Forum: Modding interface requests
- Topic: Allow Entity Offshore-Pump to have fluid = nil flag
- Replies: 0
- Views: 532
Allow Entity Offshore-Pump to have fluid = nil flag
Hello, Please could you allow the fluid = "water" flag to be nil or "None" on the Offshore-Pump entity type. If you set this to nil currently, Factorio complains that the flag is missing. Because of the new fluid mixing logic my modified pump, an "Offshore-Drain" now ba...
- Mon Mar 04, 2019 11:58 pm
- Forum: Modding help
- Topic: Turning Fluid Mixing Logic Off For Fluid Inputs
- Replies: 0
- Views: 447
Turning Fluid Mixing Logic Off For Fluid Inputs
Hey hope I can get some help here. My mod has an entity based on an offshore pump, the inverse, an offshore drain. The entity is setup using the same details as the offshore pump, with 2 differences its fluid is called "Fluid", a dummy fluid to allow the entity to work and the output is in...
- Tue Feb 26, 2019 11:09 am
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 52358
Re: 0.17 Hype?
They've not cleared out the Resolved for 0.17 Bug Tracker yet, thats my tell!
- Wed Jan 09, 2019 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Pump stuck with 0.0 liquid
- Replies: 12
- Views: 5080
Re: [0.16.51] Pump stuck with 0.0 liquid
Yeah this was a problem for me when writing my mod. I notiiced that even though the pipes showed 0.0 water, my mod was still trying to move water out the pipe/tank etc, eventually when I began printing out the amount value from the fluid box, found that the insane level of precision was the cause, n...
- Fri Dec 21, 2018 2:01 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71661
Re: Friday Facts #274 - New fluid system 2
Looking good! That flow rate info, is that available to us modders? I can't see it in the preview on the Factorio API, unless im being blind. My mod has to guess when offshore pumps are active which I get from calculating the flowrate of water from the Flow Statistics. Having the flow rate available...
- Fri Nov 30, 2018 4:23 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 50487
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Look cool!
Obviously at the moment these are looking like back-end changes to the fluid mechanics.
Should we modders just keep an eye on the api for anything to with how entites are interacting with the new fluid system, I saw a few changes in the 0.17 api.
Obviously at the moment these are looking like back-end changes to the fluid mechanics.
Should we modders just keep an eye on the api for anything to with how entites are interacting with the new fluid system, I saw a few changes in the 0.17 api.
- Wed Nov 28, 2018 1:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash using construction robot in custom scenario
- Replies: 3
- Views: 1188
Re: [0.16.51] Crash using construction robot in custom scenario
Using the map editor, I opened up the chest and added the Construction Robots in as items. They must be set on a 0 value, can't look at the moment as at work.
- Tue Nov 27, 2018 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash using construction robot in custom scenario
- Replies: 3
- Views: 1188
[0.16.51] Crash using construction robot in custom scenario
1. What Did I Do ? Used a construction robot 2. What Happened ? The game hung for 3 - 5 seconds then crashed. 3. What Did I expect to Happen ? Construction Robot to fly into roboport https://i.imgur.com/TUhAilF.gif?1 Not running any mods when this happened. Happens with/without the research for Robo...
- Sun Oct 21, 2018 11:41 pm
- Forum: Modding help
- Topic: Preventing A Tile From Being Used at MapGen
- Replies: 1
- Views: 578
Re: Preventing A Tile From Being Used at MapGen
Right easy one i think in the end.
Simply change autoplace to autoplace = nil!
Simply change autoplace to autoplace = nil!
- Sun Oct 21, 2018 11:19 pm
- Forum: Modding help
- Topic: Preventing A Tile From Being Used at MapGen
- Replies: 1
- Views: 578
Preventing A Tile From Being Used at MapGen
Hello All! Wrong forum! Should be in modding help! I'll ask to get it moved. For my mod I've created a new type of water tile know as crude-oil! I can use the tile in my mod no problem at all. Its at new game start where my issues is. The crude-oil tiles are generated for the new game world, so that...
- Mon Sep 10, 2018 1:34 pm
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2286
Re: Add flow to Fluid box API
Any ideas if the above could be included in the changes for 0.17? The idea would really help in knowing if an Offshore Pump has fluid flowing through it, or if there was an entity.active on offshore pumps so that I would know if they are pumping or not. Heres the mod that would benifit from it : htt...
- Mon Jul 16, 2018 12:18 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 35815
Re: Friday Facts #251 - A Fistful of Frames
Loving the benchmarks!
Would love to see this as a part of the game. Think Factorio would make a great tool for benching CPUs, would be nice so we Factorioneers could compare our PCs
Would love to see this as a part of the game. Think Factorio would make a great tool for benching CPUs, would be nice so we Factorioneers could compare our PCs
- Fri May 04, 2018 12:05 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] - Invalid Name
- Replies: 5
- Views: 2050
Re: [Mod Portal] - Invalid Name
That'd explain it then!
Thanks for the info and help! Sorry if i seemed a bit short before, was a late night!
Thanks for the info and help! Sorry if i seemed a bit short before, was a late night!
- Fri May 04, 2018 12:11 am
- Forum: Mod portal Discussion
- Topic: [Mod Portal] - Invalid Name
- Replies: 5
- Views: 2050
Re: [Mod Portal] - Invalid Name
Hmmmm, but then why does Flow Control work? { "name": "Flow Control", "version": "3.0.3", "title": "Flow Control", "author": "GotLag", "homepage": "https://forums.factorio.com/viewtopic.php?f=94&t=2064...
- Thu May 03, 2018 9:12 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] - Invalid Name
- Replies: 5
- Views: 2050
[Mod Portal] - Invalid Name
Hello, Trying to sumbit my mod to the portal but keep getting a Failure on the name in info.json, saying that it isn't formatted correctly, yet I cant see any mistakes? { "name": "Water As A Resource", "version": "0.2.0", "factorio_version": "0....
- Sun Apr 08, 2018 2:30 pm
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2286
Re: Add flow to Fluid box API
I'd second this, as this would enable me to create my mod! Im trying to get the amount of Water that is being generated/flowing from an Offshore Pump. I've tried doing this already by assessing the fluidbox.amount value, which allows me to then get a tick counter going to calculate the amount of wat...
- Thu Apr 05, 2018 1:08 pm
- Forum: Modding help
- Topic: [Question] A way to get Offshore Pump Active Status
- Replies: 0
- Views: 452
[Question] A way to get Offshore Pump Active Status
Hello Modders! I'm currently developing a mod, and have hit a point where I'm not to sure which direction to go, if there is one. My mod needs to know if the offshore pump is pumping water or not, so that I can calculate the amount of water pumped. I took a look with the debug interface and saw that...