Search found 58 matches
- Thu Sep 06, 2018 7:51 pm
- Forum: Ideas and Requests For Mods
- Topic: read a map's seed within a mod
- Replies: 1
- Views: 1022
read a map's seed within a mod
Is there a way for a mod to read a map's seed for use as a variable that can make each map have slightly-different playing mechanics or rules based on a cleverly written algorithm that changes cost based upon "random seed"? while still keeping the game values persistant once the game is cl...
- Thu Sep 06, 2018 7:47 pm
- Forum: Gameplay Help
- Topic: How do I find out the seed of the map I'm playing?
- Replies: 8
- Views: 55996
Re: How do I find out the seed of the map I'm playing?
Is there a way, within a mod, to utilize the map seed as a variable in a function? say, a randomizing function?
- Wed Sep 05, 2018 6:14 pm
- Forum: Bob's mods
- Topic: recipe names incorrect with inserter overhaul enabled
- Replies: 2
- Views: 1467
recipe names incorrect with inserter overhaul enabled
recipe names incorrect once enabling inserter overhaul option. specific example: express inserter (blue tier 3 inserter) recipe shows as "Fast inserter" which is what the blue inserter recipe was normally called in vanilla. FNEI shows blue inserter as being express inserter, but the recipe...
- Thu Jun 21, 2018 6:56 pm
- Forum: Modding help
- Topic: way to print name of mod that adds a specific technology
- Replies: 0
- Views: 503
way to print name of mod that adds a specific technology
Is there a way to get/read the name of a mod which is adding a specific technology for the purpose of debugging/error printing? (or better yet, during load-time, print the modification table for a technology to a log or an error prompt in the event that a known-issue may present itself or for some o...
- Sun May 06, 2018 10:06 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141448
Re: [MOD 0.16.x] Modular Armor Revamp
showing processing time usage at 0.510+ which is like 20x what most mods use.
- Tue May 01, 2018 7:36 am
- Forum: Modding discussion
- Topic: Mod-settings.dat file editor (in C#)
- Replies: 16
- Views: 11648
Re: Mod-settings.dat file editor (in C#)
i keep one or two backup copies of the modsettings.dat file in a folder or zip file now that the devs made it unfriendly to text editors.
- Mon Apr 30, 2018 4:50 am
- Forum: Ideas and Suggestions
- Topic: Construction Exclusion for base planning
- Replies: 5
- Views: 2475
Re: Construction Exclusion for base planning
I vaguely recall there's a mod that gives a player "nanobots" which are toggle-able, allowing the player to determine wether or not to use personal construction automation, or not. there is. there's also a dozen mods that give the player 50 construction bots and a handful of belts at the ...
- Mon Apr 30, 2018 1:57 am
- Forum: Modding interface requests
- Topic: modlist/config setting override for modpack creation
- Replies: 5
- Views: 2280
Re: modlist/config setting override for modpack creation
Blocking all other mods is a shitty idea btw. Mod packs are meant to be appended to. Most people will want to add their personal favourite flavor of long-reach or some other QoL mod. And if the pack is made half-decent it should not break just because of that. All the more for a small modpack like ...
- Mon Apr 30, 2018 1:41 am
- Forum: Modding interface requests
- Topic: modlist/config setting override for modpack creation
- Replies: 5
- Views: 2280
Re: modlist/config setting override for modpack creation
so if anyone can help me figure out how to have one mod SET the config settings of another mod, that'd be much appreciated. You can't and probably will never be able to. that's unfortunate, as it pretty much ensures either a) modpack creation / distribution of ideas on how to combine certain things...
- Mon Apr 30, 2018 1:35 am
- Forum: Tools
- Topic: v0.15.34 Science Pack Crafting Trees
- Replies: 1
- Views: 3977
Re: v0.15.34 Science Pack Crafting Trees
great work. the only thing i would have changed is added next to the icon of the pack a listed total for each raw resource, so you have the benefit of A) seeing how each thing is broken down and B) being able to quickly see how much of each item is needed per science type (without having to count up...
- Sun Apr 29, 2018 4:04 pm
- Forum: Implemented Suggestions
- Topic: explicit NOT/ONLY operands for mod compatibility declaration
- Replies: 3
- Views: 1263
Re: explicit NOT/ONLY operands for mod compatibility declaration
sorry. info at https://wiki.factorio.com/Tutorial:Modding_FAQ was lacking. it didn't mention the existance of the "!" operand for dependency declarations where can i find more detailed info? there may already be the functions i need to do what i want, but i'm not sure if i've been looking ...
- Sun Apr 29, 2018 3:47 pm
- Forum: Implemented Suggestions
- Topic: explicit NOT/ONLY operands for mod compatibility declaration
- Replies: 3
- Views: 1263
explicit NOT/ONLY operands for mod compatibility declaration
My idea is to introduce two new operands to be available for use in info.json of a mod file. We are able to declare an optional dependency "?" but so far don't have a way to explicitly declare two mods as being incompatible, or NOT-allowed to load together. So i suggest "!" as a ...
- Sun Apr 29, 2018 1:01 pm
- Forum: Modding interface requests
- Topic: modlist/config setting override for modpack creation
- Replies: 5
- Views: 2280
modlist/config setting override for modpack creation
is there a function we can call within a mod to forcefully-set another mod's config setting (startup,map,player), and prevent any desired selection of mods from loading with a user-selected third-party mod that isn't designed (tested) against the intended list of mods? I ask this cause i'd like to c...
- Wed Apr 25, 2018 4:14 am
- Forum: Ideas and Suggestions
- Topic: Add conditional Dependency for mod
- Replies: 1
- Views: 685
Add conditional Dependency for mod
Would it be possible to add a new operand for declaring a dependency of one mod IF another mod is enabled? During some of my debugging for cross-compatibility between mods, i come across a mod that was written in such a way that normally it doesn't interact with mod-B, but if a check for mod-C is tr...
- Sun Apr 22, 2018 7:11 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217924
Re: Bugs & FAQ
"Sulfuric Waste Water Purification Yuoki Industries" recipe in hydro plant generates contaminated water which is unable to be voided in clarifier (no void recipe for contaminated water, so clarifier fills up with 1k fluid and then jams up, not voiding anything). Mod list below: { "mod...
- Tue Apr 10, 2018 2:31 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217924
Re: Bugs & FAQ
Angels' Ores + Bob's Ores gem ore has result: "Unsorted Gem Ore" even if config for unsorted gem ore is disabled (Result: bob's ores doesn't register a recipe for sorting and his gem fields don't give the unsorted result, but Angel's infinite ores still will). So Infinite patches then yiel...
- Thu Apr 05, 2018 3:24 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213035
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
crash on start. Failed to load mods __DeadlockLoaders__/data-updates.lua:5:__DeadlockLoaders__/prototypes/public.lua:6: Error: Deadlock's Compact Loaders Transport belt entity not specified or does not exist (basic-transport-belt). ---Crash occurs if bob's logistics is enabled, but the recipe change...
- Wed Mar 21, 2018 3:52 am
- Forum: Releases
- Topic: Version 0.16.32
- Replies: 21
- Views: 16164
Re: Version 0.16.32
please, for the love of god, revert mod-settings.dat BACK to json.
it's uneditable now. so if changes are made that break something, you have to delete the whole damn thing
EDIT: have to revert to 0.16.31 until this is restored.
it's uneditable now. so if changes are made that break something, you have to delete the whole damn thing
EDIT: have to revert to 0.16.31 until this is restored.
- Mon Mar 12, 2018 2:31 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54421
Re: [MOD 0.16.x] Deadlock's Crating Machine
Technology issue cross-compatibility with Research Queue. Research Queue issues error (no crash, just an error message printed to the game screen) when trying to load up technology from Deadlock's Crating Machine and Compact Loaders mod (stacking beltboxes seem fine). Console outputs "failed to...
- Thu Mar 08, 2018 6:52 am
- Forum: Ideas and Suggestions
- Topic: Construction Exclusion for base planning
- Replies: 5
- Views: 2475
Construction Exclusion for base planning
So my idea is fairly simple and straightforward in terms of its appeal, but depending on how the game has been programmed so far, may either be impossible, or cost-prohibitive to implement (not sure). The Longer a person plays factorio, the more bases they build, the more times they restart, the les...