Search found 278 matches

by Narc
Wed May 03, 2017 8:26 pm
Forum: Development tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 4111

Re: Script to zip your mod

That's awesome! I had the same problem, but I fixed it with make . Thanks for reminding me of this. Did you ever update it to handle the "new" (0.13?) requirements for info.json? What's there to update? I just used the current Makefile to build EvoGUI v0.4.202, but it hasn't functionally ...
by Narc
Wed May 03, 2017 8:20 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158412

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Hey Narc, If I'm not mistaken, currently EvoGI is showing the evolution factor of the player. But as of 0.15 there are now 3: Player, Enemy and Neutral. I think you should have the option to show all 3. All three sounds like a pain, especially when only the enemy force has any spawners normally. Bu...
by Narc
Wed May 03, 2017 8:15 pm
Forum: Modding help
Topic: game.evolution_factor - 0.15
Replies: 7
Views: 3041

Re: game.evolution_factor - 0.15

TheSAguy wrote:No idea what neutral will do.
Control the spawners owned by the neutral force, of course. You can make your own forces, too. And give entities to other forces as desired.
by Narc
Wed May 03, 2017 7:58 pm
Forum: Development tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 4111

Re: Script to zip your mod

That's awesome! I had the same problem, but I fixed it with make.
by Narc
Fri Apr 28, 2017 11:47 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158412

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Oh, and... the change seems to be minimal: info.json factorio_version (obvs). And in value_sensors/evolution_factor, replace game.evolution_factor with player.force.evolution_factor. I may make a pull request, but... I'd first have to fork and download, and all that. Seems a bit much for a two-line...
by Narc
Fri Apr 28, 2017 9:18 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158412

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Peter34 wrote:Any chance of an update for 0.15?
I'll take a look at it, but I'd like to ask anyone else willing and able to make a pull request if I don't. I've not had much interest in Factorio or the mods in a while, and I don't foresee this changing for the predictable future.
by Narc
Fri Jan 20, 2017 9:43 am
Forum: Tools
Topic: Mod Control (Python Script)
Replies: 2
Views: 2725

Re: Mod Control (Python Script)

Just out of curiosity, is it not easier to pass the `--mod-directory` argument at Factorio startup? I mean, sure, if you have duplicate mods between mod sets, that can lead to some extra disk space usage, but it seems to me the extra convenience would be worth it (assuming you can't just symlink you...
by Narc
Tue Dec 20, 2016 8:50 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158412

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Is there any way to add that sensor mid-game? I tried to add EvoGUI into an already in-progress game, but it keeps popping up with the sensor thing. Is there maybe a console command? It honestly should just work; if it doesn't, you can try temporarily removing the other mod and adding it after EvoG...
by Narc
Mon Nov 07, 2016 7:37 pm
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 40735

Re: Factorio Update Helper (an aid for headless server owners)

I haven't looked into it, but it's definitely a nice-to-have.
by Narc
Mon Oct 31, 2016 5:09 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

Is there a way to reorder the list? I'd like to be able to group via resource type, and then as usual anything under 10% goes to the top/ highlighted. Not currently, sorry. The time needed to work on YARM has not been plentiful. Filters, sorting, grouping, and performance improvements are all on th...
by Narc
Tue Oct 18, 2016 6:56 am
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 40735

Re: Factorio Update Helper (an aid for headless server owners)

geekthing wrote:Factorio Update Helper(Helper)

I wrote a script to automate calling the python Update Helper script because linux.[...]
Very nice! You may also be interested in this script supplied by @yukihyou on Github.

I'm always pleased that other folks find my things useful.
by Narc
Fri Sep 09, 2016 6:35 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

This looks like a great mod, can't wait to try it in a larger game :) I got one question regarding multiplayer: Is the state synced? I.e., if one player adds an ore patch to be monitored, do the others get it, too? (And if not, is there an easy way to sync? It'd be rather tedious if everyone had to...
by Narc
Tue Sep 06, 2016 6:36 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

steinio wrote:
orzelek wrote:With RSO sand is spawned by normal rules so it's not everywhere then.
So is it possible to detect RSO and enable YARM for sand if so?
Would be really kind.
Yep, I can do that. At the moment, I'm in the middle of a major update, but this will be on my list for when it's done.
by Narc
Mon Sep 05, 2016 8:54 am
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 40735

Re: Factorio Update Helper (an aid for headless server owners)

I'm trying to understand why this script (which is great--thanks narc) won't update from the current stable version (0.13.20) to the latest experimental build. [...] No such pair exists to upgrade from 0.13.20 (or 0.13.19 for that matter) to 0.14.0 in the JSON file. So, I understand that this is wh...
by Narc
Mon Aug 29, 2016 8:37 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

hey, can we get an updated version for 0.14 please ? Certainly, but it might be a bit longer; 0.14 certainly took me by surprise and it's been a couple of days since I was near a computer. Hopefully it'll be a simple update. Later edit: All done. Find it in the usual place , or check release notes ...
by Narc
Mon Aug 22, 2016 7:25 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

how do you do the automatic names ? by combining direction (N,NE,E,etc, thus a 45 degree angle for the same letter) and distance ? although not very likely, i had the "luck" to get identical names on several occasions for quite different fields that were not in or next to each other (eg 4...
by Narc
Wed Aug 17, 2016 8:23 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

I've seem to run into an issue registering an Ore Field that is surrounded by another Ore Field. Basically, it overwrites the first with the second. and if you try to re-add it, it still only keeps one.[...] Yeah, that's a limitation of the design: if two sites have the same name, they essentially ...
by Narc
Tue Aug 09, 2016 10:51 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

Afaik if you run Homeworld without RSO then it places the resource on ever sand tile or at least on a lot of them. With RSO sand is spawned by normal rules so it's not everywhere then. Fair enough, I didn't have RSO installed when I was testing and YARM was trying to cover a whole desert, a few til...
by Narc
Mon Aug 08, 2016 8:32 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

I'm not at all sure this check was ever necessary for YARM (I think it may have been part of the initial attempt at supporting endless resources), so look forward to v0.7.104 where it's going to go away. Aw, that heart-breaking moment when you realize something is a bad idea. In this case, it looks...
by Narc
Mon Aug 08, 2016 7:02 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130618

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

There is also destructible property on entity which allows you to make sure it can't be destroyed. Setting the health to 0 was cleaner -- there was no need to run a migration nor remember to update the code to set `destructible=false` on entity creation. I wonder if destructable=false can still be ...

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