Search found 1644 matches

by Pi-C
Thu Feb 20, 2020 8:28 pm
Forum: Minor issues
Topic: Changelog parser bug?
Replies: 1
Views: 795

Changelog parser bug?

Consider this changelog: 1 --------------------------------------------------------------------------------------------------- 2 Version: 0.0.2 3 Date: 2020-02-18 4 5 6 7 Changes: 8 - Fixed issue 1 9 (https://LINK-1) 10 11 - Implemented X 12 (https://LINK-2) 13 14 - Implemented Y 15 (https://LINK-1)...
by Pi-C
Thu Feb 20, 2020 7:27 am
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 4118

Re: Battle is frustrating

I would add poison capsules to the mix... I'd already begun wondering that nobody mentioned those. Quite effective, that's what they are! Drive by the edge of some big colony, hurl in a couple of poison capsules to slowly kill the worms, and go away. Leave a trail of poison capsules behind you, and...
by Pi-C
Wed Feb 19, 2020 2:04 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425048

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Your damage effects are doing a small amount of damage each tick, but with tons of them: What mod is that actually coming from? I've never used NE in my game yet, but I'm collaborating on Bio Industries/Natural Evolution and should look into this. (Currently working on NE Buildings, so if it's in N...
by Pi-C
Tue Feb 18, 2020 11:21 am
Forum: Implemented mod requests
Topic: Request: Make check_prototype_translations() more useful
Replies: 8
Views: 1476

Re: Request: Make check_prototype_translations() more useful

Ah yes, there's the fallback system. Locale falls back to English if the active language doesn't have a key so it doesn't show missing locale entries as other languages update. I can change the check logic so it doesn't use the fallback system because.... well that's kind of the point of the check ...
by Pi-C
Tue Feb 18, 2020 2:52 am
Forum: Implemented mod requests
Topic: Request: Make check_prototype_translations() more useful
Replies: 8
Views: 1476

Re: Request: Make check_prototype_translations() more useful

It's possible that it's broken some how, but it's also what we've been using for several years now. So, just let me know if you think you find something. Not every string is required by the game; descriptions are optional so if you "don't have" those it's not an error. Same for some other...
by Pi-C
Sun Feb 16, 2020 1:17 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 92134

Re: [MOD 0.13] Water Well - pump water from the underground

IngoKnieto wrote:
Sun Feb 16, 2020 9:46 am
I'm not sure, but it could be the base version in the dependencies. I think it can't handle subversions ...
Subversions should be OK in dependencies, even for the base mod. What you mean is "factorio_version": subversions are forbidden there...
by Pi-C
Sat Feb 15, 2020 2:35 pm
Forum: Gameplay Help
Topic: Multiple train on a single stop?
Replies: 10
Views: 6155

Re: Multiple train on a single stop?

So in this setup, both "red catalyst" station need iron and copper ore*. A and B is just to differentiate them here in this post. They both have the same name and I'd like to keep it this way, since I have more than just two of these in the game. My iron ore train is also supplying other ...
by Pi-C
Fri Feb 14, 2020 11:48 am
Forum: Not a bug
Topic: Unexpected multiplication result
Replies: 6
Views: 1186

Re: Unexpected multiplication result

Why do you need to fix it? I want to reed the color = {r = 0.5, g = 0.25, b = 0.75} but not the color = {r = 0.5000000000012, g = 0.2500000000006, b = 0.75000000000018} It's easier to read the short form. Correct. It doesn't really matter in the game if the calculated probability is a miniscule fra...
by Pi-C
Fri Feb 14, 2020 9:58 am
Forum: Not a bug
Topic: Unexpected multiplication result
Replies: 6
Views: 1186

Unexpected multiplication result

local p = 0.025 local ret = {} for x, name in ipairs({"A", "B", "C"}) do ret[x] = { item = name, probability = x * p, } end log("ret: " .. serpent.block(ret)) This results in: ret: { { item = "A", probability = 0.025 }, { item = "B", proba...
by Pi-C
Thu Feb 13, 2020 7:05 pm
Forum: Mod portal Discussion
Topic: "My collaborations" in addition to "My mods"
Replies: 10
Views: 3457

Re: "My collaborations" in addition to "My mods"

Due to $stuff happening you are now notified of being added (and have to confirm). https://forums.factorio.com/viewtopic.php?p=479312#p479312 I've seen that. Still wouldn't hurt to have a distinct listing for collaborations i guess. Right, a mail is one thing (would help against not even knowing th...
by Pi-C
Thu Feb 13, 2020 3:07 pm
Forum: Implemented mod requests
Topic: Request: Make check_prototype_translations() more useful
Replies: 8
Views: 1476

Re: Request: Make check_prototype_translations() more useful

If you want to check other languages, switch to that language and run it again. I actually played around with this yesterday. First, I was running with the default language, and got 41 strings reported (remnants, corpses, trees etc. that don't need a translation). I then commented out some strings ...
by Pi-C
Thu Feb 13, 2020 1:29 pm
Forum: Implemented mod requests
Topic: Request: Make check_prototype_translations() more useful
Replies: 8
Views: 1476

Re: Request: Make check_prototype_translations() more useful

game.check_prototype_translations({"en", "ru", "de", "it"}) One more idea: As game.check_prototype_translations() checks all active mods for missing localizations, the report can be quite long and difficult to parse. So, an optional argument with the names of...
by Pi-C
Thu Feb 13, 2020 11:50 am
Forum: Implemented mod requests
Topic: Request: Make check_prototype_translations() more useful
Replies: 8
Views: 1476

Request: Make check_prototype_translations() more useful

I'd like to have an extended version of game.check_prototype_translations(). According to my observations, the function will currently only report prototype names that have not been localized for any language. In other words: If a name has been localized for language A, but not for language B, it wo...
by Pi-C
Tue Feb 11, 2020 8:30 pm
Forum: Modding help
Topic: Dumb question from a non-modder
Replies: 37
Views: 6186

Re: Dumb question from a non-modder

Not sure if I understood you correctly: Do you make the list with [WIP] when you start working on a mod or on a mod release ? I scanned the changelogs of the several smaller mods of yours that I have installed for "[WIP]", but didn't find any. Of course I do mean when start working (creat...
by Pi-C
Tue Feb 11, 2020 7:44 pm
Forum: Modding help
Topic: Dumb question from a non-modder
Replies: 37
Views: 6186

Re: Dumb question from a non-modder

Joining the discussion about this part. When starting to make/edit a mod, usually my first file to be opened in Notepad++ (I also use Sublime Text though) is changelog.txt. What I want to do is written down there first, say: Features: - [WIP] Introduced 2 new weapons: plasma rifle, BFG 9000. - [WIP...
by Pi-C
Tue Feb 11, 2020 1:54 pm
Forum: General discussion
Topic: Factorio age rating?
Replies: 36
Views: 15909

Re: Factorio age rating?

The only concern is whether the boy is patient enough to play till launching a rocket. So... Girls can't play Factorio if I read you carefully. You obviously didn't read the whole thread. That's the original post: I showed factorio to a friend of mine, and now we want to play together. However his ...
by Pi-C
Mon Feb 10, 2020 11:13 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311812

Re: MOD [ 0.17.x] Bio-Industries

I've just uploaded versions 0.17.35 and 0.18.1. Here are the changes (almost identical): --------------------------------------------------------------------------------------------------- Version: 0.17.35 Date: 2020-02-10 Info: - TheSAguy asked me (Pi-C) to look after his mod for a while, so this i...
by Pi-C
Mon Feb 10, 2020 10:35 am
Forum: Ideas and Requests For Mods
Topic: Combinator Wagom
Replies: 2
Views: 858

Re: Combinator Wagom

Would it be possible for a cargo wagon type entity to receive, store, and output a combinator signal? Or even a locomotive? TrainsSignalSender doesn't allow setting signals for individual wagons, but you can add signals to complete trains (will be read by train stops together with the train ID if t...
by Pi-C
Fri Feb 07, 2020 9:35 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311812

Re: MOD [ 0.17.x] Bio-Industries

Official announcement for modders: The next release of Bio Industries will break mods that reference prototypes (entities/fluids, items, recipes, technologies) defined by BI. I've changed the prototype names in response to this bug report . Reverted some changes. The attached file contains the list...
by Pi-C
Thu Feb 06, 2020 3:34 pm
Forum: Mod portal Discussion
Topic: "My collaborations" in addition to "My mods"
Replies: 10
Views: 3457

Re: "My collaborations" in addition to "My mods"

+1 New discussions should also show the notification icon and or email for collaboraters. You can receive notifications for new discussions for any mod by going to the discussion page and hitting the subscribe button! That would only work if you know that you're collaborator on a mod (which isn't a...

Go to advanced search