Search found 158 matches

by Linver
Thu Nov 14, 2019 1:46 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

I tried this solution and seems work enough for keep the fluid:

Code: Select all

...
local contained_fluid = entity.fluidbox[1] or false
...
-- substitution
...
-- Reinsert in the new entity the fluid of the destroyed entity
if contained_fluid then
	rotated_entity.insert_fluid(contained_fluid)
end
...
Is correct?
by Linver
Thu Nov 14, 2019 12:05 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

Anyway PyroFire (but all are welcome), I was wondering about what is the best way to: 1. Save what kind of fluid and the quantity inside the old entities 2. Destroy the entity 3. Place the new entities in the right pipe covers 4. Insert the old fluid with the old quantities Do u have a suggestion, o...
by Linver
Thu Nov 14, 2019 11:42 am
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

Thank you PyroFire for your testing, I tried now your control.lua and seems to solve the problem, about: rotated_entity.fluidbox[1] = entity_fluidbox This was suggested to me from staplergun from keep the fluid inside, but seems that not work much well, we follow the info of this documentation: http...
by Linver
Wed Nov 13, 2019 11:50 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

Thank you Bilka for post a example
by Linver
Wed Nov 13, 2019 11:49 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

Ok how to reproduce the bug: Download the mod version 1.0.3 (so FluidMustFlow_1.0.3), place some vanilla pipes like this: https://i.imgur.com/ivc0GCN.png Now, with a creative mode get a duct end point intake pump entity (internal name "duct-end-point-intake-south") and place it near the pi...
by Linver
Wed Nov 13, 2019 11:10 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

Hi PyroFire, the problem is that I don't know how describe more in detail this problem. I have this two pump added by the mod, that entities is a pump and use the pump prototype, with some entities is supposed that the fluid boxes of modded entities (this pumps) and other entities placed near to the...
by Linver
Wed Nov 13, 2019 1:03 am
Forum: Modding help
Topic: Know the actual data stage
Replies: 1
Views: 508

Know the actual data stage

Hi again!
Anyone know if exist a lua command or variable in data stages that give in what data stage the mod is?
Like: stage() -> "data-updates" "2"
I could implemnet it easily but I was wondering if already exist.
by Linver
Tue Nov 12, 2019 9:15 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Re: Pipe connections problems

And will not work how I said, look this code (a piece): ... pipe_connections = { { position = {0.5, -1.5}, type="input" }, { position = {-0.5, -1.5}, type="input" }, { position = {0.5, 1.5}, type="output" }, { position = {-0.5, 1.5}, type="output" }, { positio...
by Linver
Tue Nov 12, 2019 8:57 pm
Forum: Won't implement
Topic: Directory require loading
Replies: 2
Views: 1055

Re: Directory require loading

Could be useful.
Anyway, thank you for your answer.
by Linver
Tue Nov 12, 2019 8:52 pm
Forum: Minor issues
Topic: [0.17.76][Minor-bug] Crash with bad localization mod definition
Replies: 1
Views: 846

[0.17.76][Minor-bug] Crash with bad localization mod definition

Hi, experimenting with locale files of mods, I looking for write, in a locale file of a language different from en, a sort of reminder that that some localiziation missing, and I try to do something like this: item-a=__ITEM__item-a__ I hope that the game will load it from the default locale, but wha...
by Linver
Tue Nov 12, 2019 1:29 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 23
Views: 3820

Pipe connections problems

Hi again to all, I'm one of authors of this mod: https://mods.factorio.com/mod/FluidMustFlow I have problems with define the pipe connections position, sometimes I receive a report that the fluid boxes of the entities added by this mod will not connect to other entities, I don't understand how is th...
by Linver
Tue Nov 12, 2019 1:21 pm
Forum: Won't implement
Topic: Directory require loading
Replies: 2
Views: 1055

Directory require loading

Hi, I have ask information about multiple files loading contents inside folder without have the relative path of all single files, this is post for more information about the discussion: https://forums.factorio.com/viewtopic.php?p=465086#p465086 I have see that many mods have the same problem, it ha...
by Linver
Thu Nov 07, 2019 6:59 pm
Forum: Modding help
Topic: Load tons of files
Replies: 2
Views: 671

Load tons of files

Hi guy,
In data (any phase) of a mod, I have a case like one folder(let's call it A) with many lua file of inizialization of prototypes (is divided for make order), and I want load all files without have to write "require() require() require() require()..." exist a sort of require(A/*)?
by Linver
Mon Sep 09, 2019 9:52 am
Forum: Won't implement
Topic: EnergySource on LoaderPrototype
Replies: 3
Views: 1127

EnergySource on LoaderPrototype

Hi! Because Loader Prototype is an interface that is dedicated only for mods, now have a big deficit if modders try to create "a loader that require energy to work", very not ups friendly, that make sense because work like an inserter, and I would ask if is possible implement that in loade...
by Linver
Wed Sep 04, 2019 1:31 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358229

Re: [MOD 0.17+] Industrial Revolution (WIP)

Excellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity ;) I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ? If I have...
by Linver
Wed Jun 26, 2019 7:15 am
Forum: Modding help
Topic: Hide recipes only in player menu
Replies: 2
Views: 955

Hide recipes only in player menu

Hi all,
is there a way to hide recipes only player menu but will be displayed and selectable opening the right assembler machine?
by Linver
Mon Jun 24, 2019 3:16 pm
Forum: Duplicates
Topic: [0.17.51][Factorio dev team only][Crash] Equipment grid
Replies: 1
Views: 520

[0.17.51][Factorio dev team only][Crash] Equipment grid

Hi all! Premise: In this days me and Krastor are improving Krastorio mod, and compatibility with SE, this savegame contain mods that isn't release yet, I prefer that only Factorio dev team will download this files, thank you. --- After update 0.17.51, in this savegame isn't possible place or remove ...
by Linver
Mon Jun 24, 2019 1:59 pm
Forum: Modding help
Topic: [0.17.51] resource_autoplace_settings changing errors
Replies: 1
Views: 470

[0.17.51] resource_autoplace_settings changing errors

Hi all, i have this code that work in version <= 0.17.50, now don't start, how have I to change it for make it work in 0.17.51? data.raw["resource"]["crude-oil"].autoplace = resource_autoplace.resource_autoplace_settings { name = "crude-oil", order = "c", -- O...
by Linver
Sun Jun 23, 2019 11:07 am
Forum: Modding help
Topic: Get mod version of other mods in the code
Replies: 1
Views: 482

Get mod version of other mods in the code

Hi all,
I was wondering if there's something like mods[mod_name] but for mod version like getModVersion(mod_name), because I and other modders got a case when this could be usefull.
Thank in advance for future answers :)
by Linver
Sat Jun 22, 2019 7:23 pm
Forum: Modding help
Topic: New wire_type
Replies: 1
Views: 875

New wire_type

Hi all,
I see that the type of LuaCircuitNetwork is defined by wire_type, but is possible add a new kind to wire_type for have more than 2 color? (not for energy network)

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