Search found 416 matches

by kirazy
Thu Nov 22, 2018 7:31 am
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78398

Re: [MOD 0.16] Loader Redux 1.3.1

Hello, I'm unable to get the loaders to push or pull from cargo wagons. I've used your mod in the past and had no trouble, maybe this is a bug? I have no other mods installed atm. Check map settings under "Loader Redux" there's an option to configure whether they pull from wagons or not (...
by kirazy
Sun Jun 10, 2018 6:29 am
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 3621

Re: [Resolved] How to remove/hide technologies?

I don't see a need to remove a technology. Usually it's enough to make any mod(s) you want to change an optional dependancy and update preferences of whatever technology, item, asf you want. It doesn't matter what a technology is called internally. All the player ever sees are the localized names. ...
by kirazy
Sat Jun 09, 2018 9:02 pm
Forum: Mod portal Discussion
Topic: Why does mod portal use Markdown?
Replies: 8
Views: 2947

Re: Why does mod portal use Markdown?

There are web-based editors to build Markdown-style documents in. It's fairly straightforward.

The issue arises when you use these and then paste the result into the description, and whatever Factorio is using isn't actually Markdown because maybe 25% of the Markdown features work as advertised.
by kirazy
Sat Jun 09, 2018 6:00 pm
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 3621

Re: [Resolved] How to remove/hide technologies?

Deleting mod technologies will break compatibility for any other mod that relies on them. Why not just edit them to fit your needs? In this instance the technologies do one thing, and one thing only: unlock the loader. But the way the integration operates is that it you can either use Loader Redux'...
by kirazy
Sat Jun 09, 2018 7:38 am
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 3621

Re: How to remove/hide technologies?

Figured it out.

Code: Select all

if data.raw.technology["loader"] then
	data.raw.technology["loader"] = null
end
by kirazy
Sat Jun 09, 2018 7:16 am
Forum: Modding help
Topic: [Resolved] How to remove/hide technologies?
Replies: 8
Views: 3621

[Resolved] How to remove/hide technologies?

I'm attempting setting-dependent integration of my loader mod and Loader Redux, and under one of the configurations I need to remove Loader Redux's technologies. I found this thread: https://forums.factorio.com/viewtopic.php?f=25&t=53111&p=310535&hilit=remove+technology.#p310535 But the ...
by kirazy
Sat Jun 09, 2018 6:19 am
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78398

Re: [MOD 0.16] Loader Redux 1.2.6

Were you planning to add a basic loader, to match with the tier 0 belts from Bobs Logistics?
by kirazy
Sat Jun 09, 2018 5:16 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120467

Re: Feedback

Hey bob,

Image

Your underground belts have an offset selection box relative to vanilla underground belts.
by kirazy
Sat Jun 09, 2018 12:19 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120467

Re: Feedback

A point about balance when you have the Transport Belt Overhaul enabled, the Tier 1 (yellow) belt research is only 20 Red science. There's pretty much no reason at all to make basic belts, even with the belt overhaul. Needs a rebalance imo. The way it stands now: Basic Logistics - 10 Red Science Log...
by kirazy
Fri Jun 08, 2018 10:20 pm
Forum: Modding help
Topic: [Resolved] How to "disable" control.lua...?
Replies: 7
Views: 1725

Re: How to "disable" control.lua if a different mod is present?

So you can check if the mod is active using: http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.active_mods And then in your event calls, just return if the other mod is present: script.on_event(defines.events, function(event) if game.active_mods["OtherLoaderMod"] then re...
by kirazy
Fri Jun 08, 2018 9:01 pm
Forum: Modding help
Topic: [Resolved] How to "disable" control.lua...?
Replies: 7
Views: 1725

[Resolved] How to "disable" control.lua...?

I maintain a loader mod, and I'm experimenting and testing the interactions when LoaderRedux is present. Currently the interactions are favorable, nothing is wonky, except that the control logics from both mods are conflicting. (Specifically, LoaderRedux mod settings are ignored, and I want them to ...
by kirazy
Fri Jun 01, 2018 11:33 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120467

Re: Feedback

bobingabout wrote:I added it to my to do list.
If you add it, include a setting to disable it, please. I loathe Slower QuickReplace. The intent was sound, but at least in my experience it removes quickreplace entirely, inasmuch as if you're standing still you can't drag belts over splitters/underground belts.
by kirazy
Tue May 22, 2018 5:06 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73742

Re: [MOD 0.16] ShinyBobGFX

Ah much appreciated. once your update goes out I'll strip out my bandaid from my mod. It was gross and hackish, but I wanted it to work without having to hack your mod too.
by kirazy
Tue May 22, 2018 1:10 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120467

Re: Feedback

Hey bob, I was making the basic-tier loaders and while making the graphics noticed that your basic tier was just a straight desaturation of the existing transport belts. I took the liberty of redoing those graphics so that the non-painted parts retain their color. :D Download link with HR and standa...
by kirazy
Mon May 21, 2018 7:52 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73742

Re: [MOD 0.16] ShinyBobGFX

Hey Zombiee, I'm trying to add a loader for Bob's Logistics' tier 0 (the basic/black tier) and would like it to sort appropriately when used with ShinyIcons. I'm a total novice with lua, so am not clear on how to inject/repurpose/or extend your ShinyIcon sorting to sort it appropriately. Essentially...
by kirazy
Tue Mar 06, 2018 12:36 am
Forum: Pending
Topic: [0.16.28] Cropping Bitmap... For Eternity
Replies: 1
Views: 1495

[0.16.28] Cropping Bitmap... For Eternity

Attempting to start Factorio after patching to 16.28. The load bar reaches 31% and "Cropping Bitmap" and it never passes this point and I have had to terminate the process each time. The log file is here: https://pastebin.com/XuLeUga3 Mod pack: http://www.mediafire.com/file/domou9op2mlhusx...

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