Search found 115 matches

by hreintke
Sun Mar 04, 2018 10:35 am
Forum: Modding help
Topic: regenerate_entity syntax
Replies: 4
Views: 1358

Re: regenerate_entity syntax

Thanks again.

Didn't know about that possibilty and will use it for sure
by hreintke
Sat Mar 03, 2018 11:13 am
Forum: Modding help
Topic: regenerate_entity syntax
Replies: 4
Views: 1358

Re: regenerate_entity syntax

Thanks for clarification. I did try the ("",ca) and (nil,ca) variants before I posted. Should have mentioned that. Bad luck that the regenerate function is not really flexible. Would be nice to have some options like "all except .." or based on types "only trees" or &qu...
by hreintke
Fri Mar 02, 2018 12:58 pm
Forum: Modding help
Topic: regenerate_entity syntax
Replies: 4
Views: 1358

regenerate_entity syntax

Hi, Maybe a lua misunderstanding from me but this what I face. The function is defined as regenerate_entity(entities, chunks) Regenerate autoplacement of some entities on this surface. This can be used to autoplace newly-added entities. Parameters entities :: string or array of string (optional): Pr...
by hreintke
Tue Feb 27, 2018 4:12 pm
Forum: Modding help
Topic: tile names and properties
Replies: 2
Views: 1450

tile names and properties

Hi, Starting to include tiles in my mods and have a couple of questions - tile names Is the a list of available tilenames - tile conversion I have a number of 0.15 save files, the tilenames differs from the 0.16 ones. Is there a conversion list ? e.g 0.15 grass == 0.16 grass-1, 0.15 grass-dry == 0.1...
by hreintke
Mon Feb 26, 2018 3:31 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503471

Re: Simple Questions and Short Answers

I used the wrong wording. What I meant to say that the extension fits to the current landscape. Now there are very ugly transitions, like the water in the picture above. And like the one below. The landscape changes abrupt but the trees are having a smooth transition. greenyellow.JPG To me that's mo...
by hreintke
Mon Feb 26, 2018 1:23 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503471

Re: Simple Questions and Short Answers

OK, Thanks.

Although it's is a bad feature, seems I have to live with it.
I know it is still a 0.xx version but expected some backward compatibilty.
by hreintke
Mon Feb 26, 2018 11:59 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503471

Re: Simple Questions and Short Answers

You are right with the walking around. That creates the exact same results. Checked old saves to see when I lost settings : - last fact 15.33 save, extending works correct. - The same save opened in fact 16.20 lost the settings -> extending fails. As I wanted to be able to revert to 15.33 in case of...
by hreintke
Mon Feb 26, 2018 11:26 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503471

Re: Simple Questions and Short Answers

Hi, When I started the game I "created the world" using this command. /c game.forces.player.chart(game.player.surface,{lefttop = {x = -2048, y = -2048}, rightbottom = {x = 2048, y = 2048}}) That created worls according to my settings. When coming to the limits I wanted to extend it and ent...
by hreintke
Mon Feb 19, 2018 7:34 pm
Forum: Modding help
Topic: multiple assembling machines
Replies: 2
Views: 803

Re: multiple assembling machines

Thanks,

Can read that property and indeed points to the entity.
But is readonly, and in create_entity function there is no possibility to set it.

Any idea whether there is a way to update ?
by hreintke
Mon Feb 19, 2018 4:34 pm
Forum: Modding help
Topic: multiple assembling machines
Replies: 2
Views: 803

multiple assembling machines

Hi, I am learning how overlapping entities connect to each other. Can create two overlapping inserters using code below twice: /c game.player.surface.create_entity{name="fast-inserter",force = game.player.force, position={game.player.selected.position.x+1,game.player.selected.position.y+1}...
by hreintke
Thu Feb 15, 2018 10:29 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213111

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Thanks, works.

I probably have only seen mods that have identical names for items and entities. Now I understand.

FYI :

Some interference with your Beltbox and Bottleneck.
As you are using furnaces, the bottleneck mods picks them up and displays the red/green/yellow indicators on the beltbox.
by hreintke
Thu Feb 15, 2018 9:15 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213111

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Hi, Not sure if it is mod related or due to my knowlegde of lua/modding. When using new stuff I always do some testing with scriting to get a feeling on usage. I have bob's logistics also running, have all the technolgy available. When trying to add beltboxes using the script like : /c game.player.i...
by hreintke
Thu Feb 15, 2018 8:56 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157255

Re: [MOD 0.16] Miniloader

Hi, Was a little puzzled reading your response. Did not know that Ultimate Belts is a different mod. The text from my previous post comes from the first post of your miniloader mod, that's why I thought it ws a statement on this mod. Am I correct in the understanding now that the miniloaders only wo...
by hreintke
Thu Feb 15, 2018 11:07 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157255

Re: [MOD 0.16] Miniloader

In your description you mention : Ultimate Belts Caveats and Warnings Ultimate Belts support is in BETA state. There appear to be Factorio core engine limitations when inserters pull from belts faster than 5x yellow speed. Miniloaders at "Ultra fast" and faster speeds use vanilla loader en...
by hreintke
Sat Feb 10, 2018 3:10 pm
Forum: Modding interface requests
Topic: mod_data property for entity
Replies: 10
Views: 3505

mod_data property for entity

Hi, I'd like to revive the request for adding a mod_data property to an entity. Could/would be "just a table" which can be read and written with arbitrary data. My use-case is the saving of combinator information in the entity to be able to support configured combinators in a blueprint. Th...
by hreintke
Thu Feb 08, 2018 1:52 pm
Forum: Modding help
Topic: configuration data of blueprinted entity
Replies: 7
Views: 1658

Re: configuration data of blueprinted entity

I've been looking whether a kind of module approach could help. Tried to : local sce = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) sce.name = "scripted-combinator" sce.minable.result = "scripted-combinator" sce.module_specification =...
by hreintke
Wed Feb 07, 2018 10:50 pm
Forum: Modding help
Topic: configuration data of blueprinted entity
Replies: 7
Views: 1658

Re: configuration data of blueprinted entity

Thanks for the info.

Bad luck that this also needs hacking.
Would be nice if there was some kind of custom data possible in several parts of the modding interface.
by hreintke
Wed Feb 07, 2018 12:11 pm
Forum: Modding help
Topic: configuration data of blueprinted entity
Replies: 7
Views: 1658

configuration data of blueprinted entity

Hi, I am working on a mod that alows for (lua) scripted combinators. That means that every scripted-combinator can have a different functionality, depending on the loaded script. When blueprinting the scripted-combinator, I would like to keep that script/functionality. I know of the on_player_setup_...
by hreintke
Mon Feb 05, 2018 6:38 pm
Forum: Already exists
Topic: option to catch all lua runtime errors
Replies: 4
Views: 2186

Re: option to catch all lua runtime errors

Hi,

I was wrong.
Made the error myself. The code in the xpcall is correctly protected as far as I can see now.

The crash occured when I was processing the function result in the main mod code which is not xpcall protected.

For now this closes my question, sorry for that.
by hreintke
Mon Feb 05, 2018 1:57 pm
Forum: Already exists
Topic: option to catch all lua runtime errors
Replies: 4
Views: 2186

Re: option to catch all lua runtime errors

Thanks for the pointer.

Checked the lua combinator mod but that will have the same problem.
It is using the pcall() to execute -> will also break

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