Search found 260 matches: replace game.on_load() with script.on_load()
Searched query: replace game on load| with script on load|
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- Tue Jul 02, 2019 6:41 am
- Forum: Not a bug
- Topic: [0.17.47] Scripted fast_replace of minable=false machine results in weird half-finished state
- Replies: 2
- Views: 469
[0.17.47] Scripted fast_replace of minable=false machine results in weird half-finished state
... to the side to see it better: /c one.teleport(-3,0) Fun Fact: The two same-position machines do not suffer from the "flickering" i saw with the overlapping ores.
- Mon Jul 01, 2019 5:12 pm
- Forum: Modding interface requests
- Topic: energy_usage_multiplier for recipes
- Replies: 0
- Views: 517
energy_usage_multiplier for recipes
... recipe. And creating another assembling machine with the desired energy usage has unintended effects on the game design... ... end up with lots of machines that confuse the player. (Or maybe you can replace the machine with a lua-script at runtime? But I wouldn't like to ...
- Mon Jun 17, 2019 4:32 pm
- Forum: Modding help
- Topic: Tiberium mod for 0.17
- Replies: 3
- Views: 2090
Tiberium mod for 0.17
... into sporetrees (1 of x ; x=100?) transform adjacent ore into tiberium replace groundtiles with TiberiumGroundTiles on creation / spread ATM, I am not sure how or if blue tiberium should ...
- Wed May 29, 2019 7:21 pm
- Forum: Tools
- Topic: Factorio auto-update script
- Replies: 2
- Views: 3160
Re: Factorio auto-update script
... $useSeparateGameFolder = $false; #true - create new folder with new game version; false - merge game folder (auto-backup) $backupFolderPath ... { $entryTargetFilePath = $entryTargetFilePath.Replace("Factorio_$($version)",""); } $entryDir = [System.IO.Path]::GetDirectoryName($entryTargetFilePath); ...
- Thu May 16, 2019 2:43 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.X] Optimize UPS @ Electric Networks plz
- Replies: 8
- Views: 2407
[0.17.X] Optimize UPS @ Electric Networks plz
... Can somebody point me to any tips on optimizing electric networks, like replace all poles with substations? Maybe some known mods can cause this, like Factorissimo? I set electric updates ...
- Fri Apr 05, 2019 8:18 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 155938
Re: [MOD 0.16] Miniloader
Thank you, I think I am almost there now: local function replace_entities(old_name, new_name) local surf = game.surfaces.nauvis local ... "miniloader-inserter") It does properly replace all loaders with functional miniloaders. However, passing direction on its own does not work ...
- Mon Mar 25, 2019 2:53 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1209126
Re: Bugs & FAQ
... file angelsrefining_0.10.5\prototypes\generation\resource-builder.lua, replace all __angelsinfiniteores__ by __angelsrefining__ and that is all. ... wise in refining this might be more of a base game bug that's apparent with the mod or the some value overflowing with the modded items. But thanks ...
- Tue Mar 05, 2019 2:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Crash when loading scenario created with 0.17.4
- Replies: 1
- Views: 417
[0.17.5] Crash when loading scenario created with 0.17.4
... scenario: adding ores, lua objects, even edited the control.lua file with the same lines and it continues to load properly in 0.17.5. I attempted to replace my scenarios control.lua file with a default control.lua file from a new scenario ...
- Sat Mar 02, 2019 7:06 pm
- Forum: Duplicates
- Topic: [0.17.4] Crash on blueprint replace with fast mouse clicks
- Replies: 3
- Views: 749
Re: [0.17.4] Crash on blueprint replace with fast mouse clicks
0.002 2019-03-02 07:04:08; Factorio 0.17.4 (build 43174, win64, steam) 0.002 Operating system: Windows 10 (version 1803) 0.002 Program arguments: "D:\Games\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.003 Read data path: D:/Games/Steam/SteamApps/common/Factorio/data 0.003 Write...
- Tue Feb 26, 2019 11:25 pm
- Forum: Outdated/Not implemented
- Topic: Dynamically link .so files
- Replies: 2
- Views: 1622
Dynamically link .so files
... into the game executable (on Linux), which makes it impossible to replace these libraries with the OS provided versions. I would like to see these linked libraries moved out of the ...
- Tue Jan 15, 2019 9:07 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185932
Re: [0.17.x] Bob's Mods: General Discussion
... introduced, split the steam power techs up as to not pair boilers with steam engines, or Heat exchangers with steam turbines. Lots of other ... 0.17.2: added pipes for nitinol and copper-tungsten Change fast replace group of underground pipes to pipe Fixed belt non-HR graphics out ...
- Sun Jan 06, 2019 12:47 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63627
Re: Friday Facts #276 - Belt item spacing & Script rendering
... didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratios are almost impossible ... paradigma of factorio reflects a very real problem whereas you can replace most functions of real-world workers with machines and we are increasingly ...
- Mon Nov 19, 2018 1:05 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208616
Re: Friday Facts #266 - Cleanup of mechanics
... base engine. Using the base engine to write a mod is fairly easy and without performance cost, as the engine does everything for you but also ... for 0.16 that restores the health of the axe so that we never have to replace it, for example. Actually, I think it would be fairly easy to mod ...
- Fri Oct 26, 2018 5:15 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208616
Re: Friday Facts #266 - Cleanup of mechanics
... equipment slot for them so we can just mod them (i strongly disagree with your decision of removing them, it may seem like a little thing but ... be able to make entities unminable with this, while keeping their fast-replace functionality. this was used in the realistic reactors mod to build ...
- Sun Aug 26, 2018 5:32 pm
- Forum: Modding help
- Topic: Change minable result run-time
- Replies: 2
- Views: 911
Change minable result run-time
... entity is pretty simple: listen for on_player_mined_entity events and replace event.buffer with the result you want. But as far as I can tell, there's no way to override what mining ...
- Fri Aug 03, 2018 5:16 am
- Forum: Combinator Creations
- Topic: In game recipe calculator
- Replies: 2
- Views: 3340
In game recipe calculator
... What ? A recipe calculator to help you with your planning in Factorio... In Factorio! Computes intermediate ingredients ... possibly making a very reduced version of the calculator. (eg you can replace current oil poduction with coal liquefaction). Beware, you can't ...
- Sat Jul 28, 2018 11:47 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 27897
Re: [0.16.x] [Z] Adventure
... was great. Made me more wary, added atmosphere. Not sure what to do with right hand drive issue of train blueprints, some of the blueprints look ... long reach, bigger inventory, you know, quality of life mods, this can replace or be added to the existing random recipes found. I think also, if ...
- Fri Jul 27, 2018 8:24 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209085
Re: [MOD 0.16] Upgrade planner
... on my loaders. It's a similar problem that previously occurred with the mods "Nanobots" and also "Bluebuild". DCL runs ... other mods which don't care just ignore it, causing no issues. If you replace line 809 in your control.lua: script.raise_event(defines.events.on_built_entity,{player_index ...
- Mon Jun 25, 2018 8:07 am
- Forum: Modding help
- Topic: getting list of recipes with normal/expensive ingrediants
- Replies: 6
- Views: 1223
getting list of recipes with normal/expensive ingrediants
... game and adds them to a list that is then looped thru to check for and replace a specific ingredient from a list with another. it works for all recipes that are just recipe.ingredients. if a recipe contains ...
- Tue Jun 12, 2018 12:17 pm
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 9912
Re: [FEATURE] VRAM requirement is not sane
... something together on their own. I personally don't have a problem with learning more about image magick...not everyone might share that feeling. So, if you would replace the need to make a sprite sheet with the need to make...some other format, and ...