So, nine days later, is there any news?Koub wrote:I already did it for you .
Search found 582 matches
- Tue Aug 08, 2017 3:55 am
- Forum: Questions, reviews and ratings
- Topic: [For the moderators] Where to post a "all my mods" thread
- Replies: 5
- Views: 2281
Re: [For the moderators] Where to post a "all my mods" thread
- Mon Aug 07, 2017 8:42 am
- Forum: Modding help
- Topic: How to create a requester with more than 12 "request slots"?
- Replies: 6
- Views: 1437
Re: How to create a requester with more than 12 "request slots"?
Thank you! This needs to be documented somewhere.Nexela wrote:num_logistic_slots
- Mon Aug 07, 2017 5:50 am
- Forum: Modding help
- Topic: How to create a requester with more than 12 "request slots"?
- Replies: 6
- Views: 1437
Re: How to create a requester with more than 12 "request slots"?
Yes, I know that. But if I am adding a custom entity type, that is irrelevant.darkfrei wrote:By the control.lua it is read only
http://lua-api.factorio.com/latest/LuaE ... slot_countrequest_slot_count :: uint [Read-only]
The number of request slots this entity has.
- Mon Aug 07, 2017 5:06 am
- Forum: Modding help
- Topic: How to create a requester with more than 12 "request slots"?
- Replies: 6
- Views: 1437
How to create a requester with more than 12 "request slots"?
This is something that would seem trivial, but there is not actually a value for in the entity prototype. Can it be done, or faked with some scripting hackery (ie sending explicit requests manually)?
- Sun Aug 06, 2017 7:26 pm
- Forum: Modding interface requests
- Topic: "On pre placed tiles" event
- Replies: 0
- Views: 466
"On pre placed tiles" event
Basically an event for tile placement, called before the tiles are actually placed (so one can have a tile-with-variants-based-on-original-tile autoconvert to the correct variant).
- Sun Aug 06, 2017 7:06 pm
- Forum: Modding help
- Topic: "Compound" tiles or layered tile images
- Replies: 0
- Views: 378
"Compound" tiles or layered tile images
I am working on adding a tile that should have either transparency (to show the "original" tile underneath) or a variant for each terrain type (the preferred option). However, I cannot figure out how to generate tiles which have multiple image layers. Normally, specifying an array of multi...
- Sat Aug 05, 2017 1:15 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 68267
Re: [MOD 0.14] AAI Vehicles: Miner
I cannot get the mod to work, mainly because any game I load with AAI Miner installed immediately crashes the entire game to the desktop. Is this a known issue?
- Wed Aug 02, 2017 6:28 pm
- Forum: Mod portal Discussion
- Topic: How to moderate discussions?
- Replies: 0
- Views: 798
How to moderate discussions?
The discussion pages for my mods are a mess. Between "hit and run" bug reports ("It crashes" with no information and no response to inquiries), user error bug reports, issues I cannot fix (API limitation, bugs in other mods) people replying to unrelated threads to post their own ...
- Wed Aug 02, 2017 5:58 pm
- Forum: Modding help
- Topic: Making decoratives survive entity placement
- Replies: 0
- Views: 1041
Making decoratives survive entity placement
I noticed that decoratives like bushes and those brown "reeds" disappear when buildings are placed nearby, which I would like to avoid. Can I change this, so that decoratives are never removed? I know tiles have a "chance to remove decoratives" parameter, but even basic entities ...
- Mon Jul 31, 2017 9:11 pm
- Forum: Questions, reviews and ratings
- Topic: [For the moderators] Where to post a "all my mods" thread
- Replies: 5
- Views: 2281
Re: [For the moderators] Where to post a "all my mods" thread
If you have 13+ mods (haven't checked), you can definetly get a subforum for all of your mods. The subforum will be here: https://forums.factorio.com/viewforum.php?f=95 ("Mod Compilation"), there already are some of these compilations. The only problem would be that an admin would have to...
- Mon Jul 31, 2017 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: [For the moderators] Where to post a "all my mods" thread
- Replies: 5
- Views: 2281
[For the moderators] Where to post a "all my mods" thread
I have 13 or so mods, with more potentially on the way; I do not want to create and check 13 separate threads, one for each mod. I would much rather have a general "Reika's mods" thread where all the mods can be discussed together, like I have done with my Minecraft mods . However, the Fac...
- Mon Jul 31, 2017 5:50 pm
- Forum: Pending
- Topic: [posila][0.15.31] cropcache.dat is being a pain
- Replies: 3
- Views: 1821
Re: [0.15.31] cropcache.dat is being a pain
My own mods, as reported by others.posila wrote:Hi, that is strange, changing definition of sprite in prototype or png file itself should invalidate the cache. Can you give me example of mod that you have trouble with?
- Mon Jul 31, 2017 2:02 am
- Forum: Pending
- Topic: [posila][0.15.31] cropcache.dat is being a pain
- Replies: 3
- Views: 1821
[posila][0.15.31] cropcache.dat is being a pain
Basically whenever users change mods, or when a mod changes the size of an existing texture, crop-cache.dat goes out of date and needs to be manually deleted. No big deal...now try telling that to a flood of users who cannot even find the file, let alone trust you and actually delete it. Getting a g...
- Sat Jul 29, 2017 10:56 pm
- Forum: Won't implement
- Topic: [RW] Assembler crafting speed
- Replies: 6
- Views: 1741
[RW] Assembler crafting speed
A way to change the crafting speed of an assembling-machine-type entity dynamically (for example, as in my case, a borehole driller that takes longer the deeper the hole) without hacks like on_tick setting the crafting progress (which cannot easily achieve the effect of an overall multiplier). Given...
- Sat Jul 29, 2017 4:32 pm
- Forum: Implemented Suggestions
- Topic: Option to change key or disable "debug view"
- Replies: 3
- Views: 1185
Re: Option to change key or disable "debug view"
Wait, it is configurable now? It did not use to be.BenSeidel wrote:Just change the keybinding in factorio?
Options -> Controls -> Debug tab
- Sat Jul 29, 2017 6:32 am
- Forum: Implemented Suggestions
- Topic: Option to change key or disable "debug view"
- Replies: 3
- Views: 1185
Option to change key or disable "debug view"
I use F6 as my Teamspeak mute key - and this is not subject to change - and this causes issues when I need to suddenly mute (as happens 40+ times a day given others' apparent love for interrupting me), as it turns on the debug view. Worse, when I want to unmute the speakers (by hitting F6 again), my...
- Sat Jul 29, 2017 4:14 am
- Forum: Not a bug
- Topic: [.15.31] HUD-style items still affected by world lighting
- Replies: 5
- Views: 1634
[.15.31] HUD-style items still affected by world lighting
Basically, certain things that are ostensibly HUD/similar are being lit/darkened as if they are in-world objects, including most Alt-view information, recipe icons, pipe connection arrows, and selection boxes: http://i.imgur.com/SIgHugZ.jpg http://i.imgur.com/HomkSNt.jpg http://i.imgur.com/S5xnwog.j...
- Thu Jul 27, 2017 10:31 pm
- Forum: Modding help
- Topic: Pipes only connecting to my entity if the pipe is placed 1st
- Replies: 2
- Views: 902
Re: Pipes only connecting to my entity if the pipe is placed 1st
For those who may be reading, I have a workaround, but it is fairly crappy: Destroy and replace my entity if a pipe is placed nearby, making an attempt to preserve properties like fluid contents and active recipe. This works...mostly, but is still messy.
- Thu Jul 27, 2017 8:47 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 41621
Re: [MOD 0.12.11+] Concreted Rail Tracks
Since manually placing different rail types is a hassle, would it be too much to ask for a version/option where placing rails on concrete - or placing concrete on rails - automatically converted the rails as necessary, and where the original recipes no longer exist? That could fairly easily be done ...
- Tue Jul 25, 2017 1:12 am
- Forum: Implemented mod requests
- Topic: Tree pollution-damage, color variant, and more
- Replies: 8
- Views: 1738
Tree pollution-damage, color variant, and more
Exactly as it sounds, various tree parameters: * The damage state of a tree from pollution, so it can be healed (the map-settings imply this happens automatically, but I have never seen it actually happen, despite real-world days of zero pollution). * Which "variant" of the entity it is (n...