Search found 582 matches

by Reika
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

Koub wrote:I already did it for you :).
So, nine days later, is there any news?
by Reika
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"?

Nexela wrote:num_logistic_slots
Thank you! This needs to be documented somewhere.
by Reika
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"?

darkfrei wrote:By the control.lua it is read only
http://lua-api.factorio.com/latest/LuaE ... slot_count
request_slot_count :: uint [Read-only]
The number of request slots this entity has.
Yes, I know that. But if I am adding a custom entity type, that is irrelevant.
by Reika
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)?
by Reika
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).
by Reika
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...
by Reika
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?
by Reika
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 ...
by Reika
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 ...
by Reika
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...
by Reika
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...
by Reika
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

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?
My own mods, as reported by others.
by Reika
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...
by Reika
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...
by Reika
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"

BenSeidel wrote:Just change the keybinding in factorio?
Options -> Controls -> Debug tab
Wait, it is configurable now? It did not use to be.
by Reika
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...
by Reika
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...
by Reika
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.
by Reika
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 ...
by Reika
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...

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