Search found 330 matches
- Mon Jan 25, 2016 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [kovarex] underground belt 'undergr view' giving false info
- Replies: 2
- Views: 7614
[0.12.22] [kovarex] underground belt 'undergr view' giving false info
The 'underground view' is broken in some occasions: pic of preview: http://i.imgur.com/CiQg78g.jpg but, according to the game when I hover over it later: http://i.imgur.com/St5v9ue.jpg I feel like the preview should be edited, as the game actually connects to the top-most belt as seen in the second ...
- Wed Jan 20, 2016 1:30 pm
- Forum: Won't implement
- Topic: [ignore] flush .print("")
- Replies: 3
- Views: 8682
Re: [ignore] flush .print("")
or you should split the heavy function up in several chunks that you can spread over multiple ticks So you don't have to stop the world to do your calc I would assume that one way would be to print the message first then run the job on next tick. alright, I took a look at my code and realised that ...
- Tue Jan 19, 2016 8:43 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request: Highlight orphaned underground belts and pipes
- Replies: 8
- Views: 17145
Re: Mod request: Highlight orphaned underground belts and pipes
Part one is done, the checking at the begin of the game works. I attached a version that does what you want it to do, but it does not yet check whilst playing as I'm working on that still.
- Tue Jan 19, 2016 8:27 pm
- Forum: Won't implement
- Topic: [ignore] flush .print("")
- Replies: 3
- Views: 8682
[ignore] flush .print("")
Currently there is no way to flush the game.player.print function as far as I know, I have a piece of code that is very very heavy to run. It takes a good 5 minutes sometimes. Now I want to print a message, saying that the game WILL come back and is not broken. but with or without \n I can't get the...
- Tue Jan 19, 2016 7:55 pm
- Forum: Modding help
- Topic: entity.neighbours [answered]
- Replies: 2
- Views: 4109
Re: entity.neighbours
The documentation is indeed incorrect in this case. It will return a table which has no contents or the connecting opposite side of the underground belt. So either entity.neighbours[1] == nil or entity.neighbours[1] == the other end of the underground belt. Thanks, that worked. This is the working ...
- Tue Jan 19, 2016 5:42 pm
- Forum: Modding help
- Topic: Error in AssignID
- Replies: 12
- Views: 12197
Re: Error in AssignID
I remember getting this when trying to give a name in the locale files to things that don't exist. those error messages do indeed not specify all too much.Blu3wolf wrote:Error in AssignID, item with name 'diamond-ore' does not exist
That is the entire error message I am getting.
- Tue Jan 19, 2016 5:34 pm
- Forum: Modding help
- Topic: Requester methods and fields?
- Replies: 8
- Views: 8263
Re: Requester methods and fields?
Ok i understood that. So what you are saying is that there is no other fields and/or methods specific to requesters? so, everything that is on the wiki is in the game. it should, in the lua parts, not be outdated. The piece logistic network contains information specific for anything that has to do ...
- Tue Jan 19, 2016 5:28 pm
- Forum: Modding help
- Topic: LUA code to transform pollution in energy.
- Replies: 11
- Views: 22564
Re: LUA code to transform pollution in energy.
what is it that you want to achieve, when you name the 'solar panel' Pollution reënergyefier, it should turn up in the energy view as Pollution reënergyefier. What do you wish to happen?Grandirus wrote:No ideas?
Nobody?
- Tue Jan 19, 2016 3:05 pm
- Forum: Modding help
- Topic: change made to a mod component count not working in a save
- Replies: 6
- Views: 10056
Re: change made to a mod component count not working in a save
*snippy snippet* Oh well no, you still have to restart if you make changed to a mod, Reset recipes works when you have a save game with a mod, then make changes to the mod. When you load the game again, the save game will have the old recipes still, so reset_recipes() will refresh the recipes to th...
- Tue Jan 19, 2016 2:04 pm
- Forum: Modding help
- Topic: change made to a mod component count not working in a save
- Replies: 6
- Views: 10056
Re: change made to a mod component count not working in a save
Well, that certainly is easier than rebooting. Thanks!Klonan wrote:matjojo wrote:you need to reload the data I think there is a command for it. but the easiest is just rebooting the game.Code: Select all
/c game.local_player.force.reset_recipes()
- Tue Jan 19, 2016 11:50 am
- Forum: Modding help
- Topic: change made to a mod component count not working in a save
- Replies: 6
- Views: 10056
Re: change made to a mod component count not working in a save
you need to reload the data I think there is a command for it. but the easiest is just rebooting the game.
- Mon Jan 18, 2016 7:44 pm
- Forum: Modding help
- Topic: entity.neighbours [answered]
- Replies: 2
- Views: 4109
entity.neighbours [answered]
So, I was fed up with not being able to find the disconnected underground belts I placed and decided I needed to make something to fix it. I worked on the logic for a while, but there is a piece with the neighbours tag that I just can't get to work. This is the code: local function Basic_detection(U...
- Mon Jan 18, 2016 12:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request: Highlight orphaned underground belts and pipes
- Replies: 8
- Views: 17145
Re: Mod request: Highlight orphaned underground belts and pipes
So, where I'm at now: You get a popup at the start of the game. It asks if you want to check the complete world. If so the game takes about 10 seconds to check the complete world for underground belts that do not have an attached part. If you choose 'no' the game will every time that you place an un...
- Sun Jan 17, 2016 7:09 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request: Highlight orphaned underground belts and pipes
- Replies: 8
- Views: 17145
Re: Mod request: Highlight orphaned underground belts and pipes
okay, there are two ways that you could go about to making a mod that does this. You (or actually I) could check per placed entity if the entity is an belt-to-ground. And if you do not place another one place an easily spottable "cover" entity over it to show that it has not been finished ...
- Fri Jan 15, 2016 7:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Idea for mod: rotating newbie advice text
- Replies: 4
- Views: 12796
Re: Idea for mod: rotating newbie advice text
Hmmm... you mean like the tips and tricks? Sure, they need to be updated and extended, but I'm not sure you need a whole new mod for that... Edit: Now I see you mentioned it. So... making tips show automatically during gameplay (as opposed to only on loading/starting games)? So like after you resea...
- Fri Jan 15, 2016 9:42 am
- Forum: Ideas and Requests For Mods
- Topic: Idea for mod: rotating newbie advice text
- Replies: 4
- Views: 12796
Re: Idea for mod: rotating newbie advice text
This mod really consists of 2 parts. *snippy snippet * Have you looked into this in any way shape or form? I know that you can spawn a pointer just like at the start of a "free" game to do say anything you want, and you can also use the 'to do' thing that is used in the non 'free' games, ...
- Fri Jan 15, 2016 9:17 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 33806
Re: [0.12.X] TimeButtons
So I keep getting this error. Factorio version is 12.20. I was playing this mod with 12.4 and it was working fine before updating. Thank You. I'll update it if you still need it. give me a day or so. wait, I don't need to, as someone already did it. take a look: https://github.com/KeepOnDigging/Spe...
- Fri Jan 15, 2016 9:14 am
- Forum: Ideas and Requests For Mods
- Topic: Train poles and end truck
- Replies: 4
- Views: 13112
Re: Train poles and end truck
Pohybel wrote:hi my sugestion is for mod with poles for electric train like this snippy snippet
see my other post above this.
- Fri Jan 15, 2016 9:13 am
- Forum: Ideas and Requests For Mods
- Topic: Train poles and end truck
- Replies: 4
- Views: 13112
Re: Train poles and end truck
So, if I understand what you mean, you want an electric train, but not just an electric train, one with the poles above the track.
I assume you also want the poles to be usable as normal power poles?
the enc piece I don't really get, the base game has this doesn't it?
I assume you also want the poles to be usable as normal power poles?
the enc piece I don't really get, the base game has this doesn't it?
- Fri Jan 08, 2016 7:35 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 107693
Re: Friday Facts #120 - Spidertron
fuck that spider thing looks scary. But also really useful.