Search found 115 matches
- Wed Sep 16, 2015 10:52 pm
- Forum: Modding help
- Topic: Need help with Table
- Replies: 4
- Views: 2941
Re: Need help with Table
Thanks Orzelek & Outsider. Outsider - I'll give your code a try tonight. At work :) Do my attached edits look good? Orzelek, you need to dumb down your answers to me :oops: P.S. Good work on the Biters dying from Path Timeout! i am not sure what you are trying to accomplish with the code overal...
- Wed Sep 16, 2015 7:18 pm
- Forum: Modding help
- Topic: Need help with Table
- Replies: 4
- Views: 2941
Re: Need help with Table
Why not just use a custom index for the table? when using table.insert and table.remove you have no control over the index which imho isn't good enough when you want to add/remove items based on events. you can use the entity position as a key like so : --- Add to Table if event.created_entity.name ...
- Tue Sep 15, 2015 8:58 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
Hey guys, sorry for the absence, been incredibly busy with work.. will be pushing an update that handles all the mentioned issues plus some interesting new additions and optimized code.
sorry again for the delay, the update should be up by the start of next week.
sorry again for the delay, the update should be up by the start of next week.
- Thu Sep 10, 2015 1:35 pm
- Forum: Implemented mod requests
- Topic: Some issues/requests for the logistic network interface
- Replies: 4
- Views: 6643
Re: Some issues/requests for the logistic network interface
LuaLogisticNetwork.get_contents is basically a huge dump of the ENTIRE network, so its basically acting like the entire network is a giant chest. That being said it might be use to add in a switch for "in providers and storage", "in storage only" or "in providers only"...
- Mon Sep 07, 2015 4:25 am
- Forum: Implemented mod requests
- Topic: Some issues/requests for the logistic network interface
- Replies: 4
- Views: 6643
Some issues/requests for the logistic network interface
First of all thanks for the awesome interface! there's alot of potential for cool things with the new logistic network/cell interface, unfortunately i ran into some issues and things that imho could be improved. Issues : The first issue i have encountered so far is that it seems to be counting the p...
- Sun Aug 16, 2015 6:15 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
Thank you guys for your input, Version 0.2.5 is now up! The item requirement is now removed by default, but there is a config option in "config.lua" that let's you renable it if you'd like to. Changelog Added a config option for the item requirement, with "no item required" being...
- Mon Aug 10, 2015 3:48 pm
- Forum: Implemented mod requests
- Topic: Access to some roboport entity properties
- Replies: 4
- Views: 5063
Re: Access to some roboport entity properties
yeah an interface to the logistics network would be awesome.. but we gotta work with what we have for now and it's really inconvenient not having access to these properties anywhere. a function that let's you check if an entity is within a logistics network would be great too, an entity.in_logistics...
- Mon Aug 10, 2015 3:37 pm
- Forum: Implemented mod requests
- Topic: Access to some roboport entity properties
- Replies: 4
- Views: 5063
Access to some roboport entity properties
I was wondering if it'd be possible to get read access to some of the roboport properties, i'm mainly interested in these : logistics_radius - this is the one i really need, i use this to calculate the boundaries of the logistics network, and with no access to it i have to hardcode these values. con...
- Mon Aug 10, 2015 3:21 pm
- Forum: Won't implement
- Topic: accept "-" as well as "_" in mod folder names?
- Replies: 2
- Views: 3700
Re: accept "-" as well as "_" in mod folder names?
doesn't it already work that way? you can name your mod with these characters in them and you can have the same folder.. for instance my mod is named "advanced-logistics-system" the folder for the latest version is "advanced-logistics-system_0.2.4" my project on github is named &...
- Mon Aug 10, 2015 1:35 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
Option 3: slightly jack up the research cost and be done with it? :mrgreen: The character already has an interface with the logistics network (logistics slots/trash slots), so it isn't unrealistic for this information to be available through the same device he already uses to interact with that (ma...
- Mon Aug 10, 2015 1:26 pm
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8743
Re: Getting Localised Names As a String
if you want only search, can make a table with ["item-name"] = Item name for every lenguage en: leng = { en = { ["iron-ore"] = "Iron ore" }, es_ES = { ["iron-ore"] = "Mena de hierro" } fr = ...} or ["Iron ore"] = "iron-ore" ... b...
- Mon Aug 10, 2015 12:02 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
Great mod, love the insight it gives into the contents of all the storage. Don't really see the point of that required item though, I'd probably just get rid of it (the research requirement is fine though, just don't like giving up inventory space :) ) Would it somehow be possible to add the number...
- Mon Aug 10, 2015 11:53 am
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8743
Re: Getting Localised Names As a String
There is no client. There is no server. There are only peers - peers running the full simulation of all connected players with all combined input actions per player. wow i had no idea factorio uses a p2p model for multiplayer.. i was always under the impression it uses client/server with the host b...
- Sun Aug 09, 2015 12:46 am
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8743
Re: Getting Localised Names As a String
I'm aware that the engine only uses the actual translated text when rendering the gui, because i was desperate enough to load all the items localised names in labels in a hidden frame then tried looping through them and getting the caption values, obviously ended up with just references :) I know i ...
- Sat Aug 08, 2015 10:01 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
Thanks, and yeah sure if you can post links to these mods i'll have a look.Thiseus wrote:Great mod! Anyway you could add support for the upgraded roboports for the Upgraded electric mod? Thanks a bunch!
- Sat Aug 08, 2015 9:59 pm
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8743
Re: Getting Localised Names As a String
except if its all client side, what I'm suggesting is where it only affects the gui. The way they already do guis is client side (as I already explained above). They already have a way to turn item names into localised names in the engine, I just want access to it. but that access won't be single c...
- Sat Aug 08, 2015 1:30 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
snip The latest release 0.2.4 should fix both issues, can you please confirm? Checked. but removing a roboport still prompts an error. http://imgur.com/sMP913K _ _ advanced-logistics-system_ _/control.lua. 510 : LuaEntity API call when LuaEntity was invalid. What is the mod you are using for the ro...
- Sat Aug 08, 2015 12:17 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298685
Re: [0.12.2+] SmartTrains 0.3.4
This is an awesome must have mod!
Thank you
Thank you
- Sat Aug 08, 2015 12:14 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
Stop prrssinh ESC but really i do it sometimes too, unfortunately we have no access to key or mouse events so not possible to do anything about it.MasterBuilder wrote:I keep trying to press the escape key to close the UI only to have the main menu open. Can anything be done about this?
- Sat Aug 08, 2015 12:07 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202565
Re: [MOD 0.12.x] Advanced Logistics System
You're welcome, nice collection of mods you have thereMcGuten wrote:Thanks you for do it ^^Outsider wrote:Version 0.2.3 Uploaded
Changelog
- add checks for invalid chests
- fix compatibility issues with other mods - DyTech, 5dim
- UI scale adjustments