Search found 196 matches

by MrDoomah
Tue May 31, 2016 8:51 pm
Forum: Not a bug
Topic: [0.12.35] area of event.on_chunk_generated is to big
Replies: 3
Views: 1066

[0.12.35] area of event.on_chunk_generated is to big

The area returned by the on_chunk_generated event is to big. It returns an area as follows: area = {left_top = {x = n*32, y = m*32}, bottom_right = {x = (n+1)*32, y = (m+1)*32}} where n and m are chunk coordinates. So for chunk position {0,0} it returns {{0,0},{32,32}}. This is too big, as seen here...
by MrDoomah
Tue May 31, 2016 7:22 pm
Forum: Gameplay Help
Topic: Pumps, boilers, steam egines and the mystery of hot water
Replies: 12
Views: 4379

Re: Pumps, boilers, steam egines and the mystery of hot water

It can even be found in the data files: Factorio\data\base\prototypes\entity\demo-entities.lua, lines 1355-1365: { type = "generator", name = "steam-engine", icon = "__base__/graphics/icons/steam-engine.png", flags = {"placeable-neutral","player-creation&...
by MrDoomah
Tue May 31, 2016 10:25 am
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15078

Re: [MOD 0.12.17+] Combat variations 0.1.0

A few thoughts after using this: I found it effectively impossible to use the explosive shells in cannon turrets, as they end up absolutely wrecking my walls with the splash damage. Is there any possibility of implementing a minimum range for these turrets, so they won't shoot at targets that are t...
by MrDoomah
Mon May 30, 2016 6:27 pm
Forum: Mods
Topic: [MOD 0.12.33+] Sort Inventory button
Replies: 13
Views: 6500

Re: [MOD 0.12.33+] Sort Inventory button

hummm so opened_self was player inventory opened... not very clear >.< Thanks ! I'll search if it's possible to add the button to the existing inventory gui. At least, I could show the button when inventory is opened, hide it when inventory is closed. and maybe add a configuration screen with a &qu...
by MrDoomah
Mon May 30, 2016 4:50 pm
Forum: Modding help
Topic: Need help to find a mistake
Replies: 10
Views: 2579

Re: Need help to find a mistake

Whoops, I just realized I never did this for my mod. As a side note, you have to add it to each productivity module individually, so something like this for each item: table.insert(data.raw.module["productivity-module"].limitation, "item_name") table.insert(data.raw.module["...
by MrDoomah
Mon May 30, 2016 3:38 pm
Forum: Mods
Topic: [MOD 0.12.33+] Sort Inventory button
Replies: 13
Views: 6500

Re: [MOD 0.12.33+] Sort Inventory button

Have you considered using opened_self?
image
by MrDoomah
Mon May 30, 2016 3:26 pm
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15078

Re: [MOD 0.12.17+] Combat variations 0.1.0

Don't suppose the ammo inserter will ever support modded ammo? You can support modded ammo by your own. Open control.lua in main folder (use notepad++ to make it very easy). You need to go to line 51, you will see there this function on_build_combat_inserter(inserter) inserter.insert({name = "...
by MrDoomah
Mon May 30, 2016 11:39 am
Forum: Modding help
Topic: Need help to find a mistake
Replies: 10
Views: 2579

Re: Need help to find a mistake

Look at Factorio\data\base\prototypes\item\module.lua
There you see that the modules themselves are limited to certain items. You need to do something like:

Code: Select all

table.insert(data.raw.module["productivity-module"].limitation, "your recipe")
by MrDoomah
Sun May 29, 2016 10:23 pm
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15078

Re: [MOD 0.12.17+] Combat variations 0.1.0

But they aren't craftable and when you spawn them they are on your force.
by MrDoomah
Sun May 29, 2016 1:07 pm
Forum: Mods
Topic: [MOD 0.12.33+] Sort Inventory button
Replies: 13
Views: 6500

Re: [MOD 0.12.33+] Sort Inventory button

I'm not sure how game.players[] work, so it could not work in multi, I still have to test it. When someone presses the button, you'll get a player_index. You can put this into game.players[player_index] instead of game.players[1]. You also want to initialise the button with the on_player_created ev...
by MrDoomah
Sun May 29, 2016 12:31 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120449

Re: [MOD 0.12.12+] Research queue 1.2.5

Bug Report: Conflict with "Robot Mining Site" (https://forums.factorio.com/viewtopic.php?f=92&t=23521) Posted on Github for Robot Mining Site: https://github.com/judos/robotMiningSite/issues/6 Error when finishing Automation 1 with both mods enabled. whoopsie, my bad. I somewhere rena...
by MrDoomah
Sun May 29, 2016 12:06 pm
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15078

Re: [MOD 0.12.17+] Combat variations 0.1.0

I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid, I just learned that the enemies have items that can be used to spawn them, I wasnt aware of this but it makes so...
by MrDoomah
Fri May 27, 2016 11:52 pm
Forum: Modding help
Topic: Bugs (Due to mods?)
Replies: 2
Views: 895

Re: Bugs (Due to mods?)

It's a bug with VehicleSnap mod. Report it to his forum thread.
by MrDoomah
Fri May 27, 2016 11:49 pm
Forum: Gameplay Help
Topic: Pumps, boilers, steam egines and the mystery of hot water
Replies: 12
Views: 4379

Re: Pumps, boilers, steam egines and the mystery of hot water

If a steam engine is not connected to something that needs power, it does nothing. While running, a steam engine makes every liquid put into it vanish at 6 per second. Power is extracted from any liquid heated above 15C. So why not just heat water to any value above 15c and push that into the engin...
by MrDoomah
Fri May 27, 2016 11:45 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12] Mersenne Twister RNG
Replies: 0
Views: 2468

[0.12] Mersenne Twister RNG

Type: Mod Name: Mersenne Twister for Factorio Description: Adds a RNG that mods can actually seed! License: CC BY 4.0 Version: 1.0.0 Release: 2016-05-28 Tested-With-Factorio-Version: 0.12.33/34 Category: Lib Tags: RNG, Download-Url: Mersenne-Twister_1.0.0.zip License This work is licensed under the ...
by MrDoomah
Thu May 26, 2016 8:09 pm
Forum: Releases
Topic: Version 0.12.34
Replies: 36
Views: 28242

Re: Version 0.12.34

Klonan wrote:Version 01234!
Wow, I think I missed a few updates.
Image
by MrDoomah
Thu May 26, 2016 5:13 pm
Forum: Not a bug
Topic: [0.12.33] math.randomseed( int ) doesn't work/register
Replies: 5
Views: 1458

Re: [0.12.33] math.randomseed( int ) doesn't work/register

Fine! I'll build my own RNG! With blackjack and hookers! :twisted: :roll:

Joking aside, I get the reason and I'll find a solution ;)
by MrDoomah
Thu May 26, 2016 4:31 pm
Forum: Not a bug
Topic: [0.12.33] math.randomseed( int ) doesn't work/register
Replies: 5
Views: 1458

[0.12.33] math.randomseed( int ) doesn't work/register

Image

The outputs aren't the same as they should:
Image
by MrDoomah
Thu May 26, 2016 12:47 pm
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15078

Re: [MOD 0.12.17+] Combat variations 0.1.0

switches.rar That's pretty neat what you did there. Mind if I borrow this for future versions? I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end. Hey, you can do what you want. I like to help (if I can) with the...

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