Thanks again.
Didn't know about that possibilty and will use it for sure
Search found 115 matches
- Sun Mar 04, 2018 10:35 am
- Forum: Modding help
- Topic: regenerate_entity syntax
- Replies: 4
- Views: 1358
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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 ?
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 ?
- 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}...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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 =...
- 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.
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.
- 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_...
- 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.
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.
- 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
Checked the lua combinator mod but that will have the same problem.
It is using the pcall() to execute -> will also break