Search found 330 matches

by matjojo
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 ...
by matjojo
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 ...
by matjojo
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.
by matjojo
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...
by matjojo
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 ...
by matjojo
Tue Jan 19, 2016 5:42 pm
Forum: Modding help
Topic: Error in AssignID
Replies: 12
Views: 12197

Re: Error in AssignID

Blu3wolf wrote:Error in AssignID, item with name 'diamond-ore' does not exist

That is the entire error message I am getting.
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.
by matjojo
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 ...
by matjojo
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.

Grandirus wrote:No ideas?
Nobody?
:|
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?
by matjojo
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...
by matjojo
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

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()
Well, that certainly is easier than rebooting. Thanks!
by matjojo
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.
by matjojo
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...
by matjojo
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...
by matjojo
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 ...
by matjojo
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...
by matjojo
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, ...
by matjojo
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...
by matjojo
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.
by matjojo
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?
by matjojo
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.

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