Bug on FactorioMods Site

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Helfima
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Bug on FactorioMods Site

Post by Helfima »

We can add some screenshot
when you click on the thumbnail that does not grow
if you just click on the link information after the image appears

for remove the image
click thumbnail
click information

:lol:
See the screenshot

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Klonan
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Re: Bug on FactorioMods Site

Post by Klonan »

Thanks for the report,

I will move this to the mod portal discussion, but it is in our list now

PlatinumEragong
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Re: Bug on FactorioMods Site

Post by PlatinumEragong »

hi ive a problem when submiting a mod its says
Status: Invalid File: PlatinumNexus's_SolarExpansion_2.0.0.rar (2 MB)
file: Failed to read info.json

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aubergine18
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Re: Bug on FactorioMods Site

Post by aubergine18 »

Needs to be a zip file, not rar
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

PlatinumEragong
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Re: Bug on FactorioMods Site

Post by PlatinumEragong »

aubergine18 wrote:Needs to be a zip file, not rar
nice thanks alot ^^
do you want to check the little mod out?

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aubergine18
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Re: Bug on FactorioMods Site

Post by aubergine18 »

Can't at the moment, doing a lot of dev on my own mods and need to avoid too many distractions :)

The long text description on your mod page is breaking because you're using forums formatting (bbcode); use markdown instead - see viewtopic.php?f=189&t=32664
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

PlatinumEragong
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Re: Bug on FactorioMods Site

Post by PlatinumEragong »

aubergine18 wrote:Can't at the moment, doing a lot of dev on my own mods and need to avoid too many distractions :)

The long text description on your mod page is breaking because you're using forums formatting (bbcode); use markdown instead - see viewtopic.php?f=189&t=32664
hey thanks.... ive finished my mod and updated to 0.14.x too.
Can you help me with a error which i cant find a solution for:
error while running eventon_build_entity (ID 6)__PlatinumEragongs_Transormator__/control.lua:68: attempt to index field 'player' (a nil value)
--[[
global.transformators <- list of transformators

transformator:
trafo -- the transformator itself
producer -- the power producing part
consumer -- the power consuming part
direction -- direction when first placed

all local functions are prefixed with "Transformator"

--]]

-- Make sure our functions get called for specific events.
-- A robot built one.
script.on_event(defines.events.on_robot_built_entity, function(event) OnBuilt(event.created_entity) end)
-- A player built one.
script.on_event(defines.events.on_built_entity, function(event) OnBuilt(event.created_entity) end)

-- A player removed one.
script.on_event(defines.events.on_preplayer_mined_item, function(event) OnRemoved(event.entity) end)
-- A robot removed one.
script.on_event(defines.events.on_robot_pre_mined, function(event) OnRemoved(event.entity) end)
-- It died.
script.on_event(defines.events.on_entity_died, function(event) OnRemoved(event.entity) end)

local function TransformatorIsTransformator(entity)
if entity.name == "transformator" then
return true
else
return false
end
end

local function TransformatorGetSourcePosition(direction)
if direction == 0 then return {x = 0, y = 1} -- north
elseif direction == 2 then return {x = -1, y = 0} -- ost
elseif direction == 4 then return {x = 0, y = -1} -- south
else return {x = 1, y = 0} -- west
end
end

local function TransformatorGetTargetPosition(direction)
if direction == 0 then return {x = 0, y = -1} -- north
elseif direction == 2 then return {x = 1, y = 00} -- ost
elseif direction == 4 then return {x = 0, y = 1} -- south
else return {x = -1, y = 0} -- west
end
end
function OnBuilt(entity)
--game.createentity{name = "pole-light", position = entity.position, force = entity.force}
if TransformatorIsTransformator(entity) then
local struct = {trafo = entity}
struct.direction = entity.direction
local srcpos = TransformatorGetSourcePosition(struct.direction)
local tarpos = TransformatorGetTargetPosition(struct.direction)
local srcconpos = {x = srcpos.x, y = srcpos.y}
local tarconpos = {x = tarpos.x, y = tarpos.y}
srcconpos.x = 2 * srcconpos.x + entity.position.x
srcconpos.y = 2 * srcconpos.y + entity.position.y
tarconpos.x = 2 * tarconpos.x + entity.position.x
tarconpos.y = 2 * tarconpos.y + entity.position.y
srcpos.x = srcpos.x + entity.position.x
srcpos.y = srcpos.y + entity.position.y
tarpos.x = tarpos.x + entity.position.x
tarpos.y = tarpos.y + entity.position.y

local create = game.player.surface.create_entity
local producer = create{name = "powerproducer", position =
tarpos, force = entity.force}
struct.producer = producer
local consumer = create{name = "powerconsumer", position =
srcpos, force = entity.force}
struct.consumer = consumer
local consumer_pole = create{name = "transformator-connection".."_src_"..entity.direction,
position = srcconpos, force = entity.force}
struct.consumer_pole = consumer_pole
local producer_pole = create{name = "transformator-connection".."_tar_"..entity.direction,
position = tarconpos, force = entity.force}
struct.producer_pole = producer_pole
struct.lastdraw = 0
table.insert(global.transformators, struct)
end
end

function OnRemoved(entity)
if TransformatorIsTransformator(entity) then
local found_struct
local index
for key, struct in pairs(global.transformators) do
if struct.trafo == entity then
found_struct = struct
index = key
break
end
end
table.remove(global.transformators, index)
found_struct.producer.destroy()
found_struct.producer = nil
found_struct.consumer.destroy()
found_struct.consumer = nil
found_struct.producer_pole.destroy()
found_struct.producer_pole = nil
found_struct.consumer_pole.destroy()
found_struct.consumer_pole = nil
end
end

script.on_init(function(event)
if global.transformators == nil then
global.transformators = {}
end
end)

script.on_event(defines.events.on_player_rotated_entity, function(event)
local entity = event.entity;
if TransformatorIsTransformator(entity) then
for key, struct in pairs(global.transformators) do
if struct.trafo == entity then
entity.direction = struct.direction
break
end
end
end
end)

script.on_event(defines.events.on_tick, function(event)
--if (game.tick % 18 ~= 0)
--then
-- return
--end
local efficiency = 0.98 -- efficiency of 98% (realistic for grid transformers)
local max_amount = 20 -- 360
for key, struct in pairs(global.transformators) do
--local newbox = {type = "water", amount = 10, temperature = 25}
--struct.producer.fluidbox[1] = newbox
local target_amount = 0
if struct.producer.fluidbox[1] ~= nil then
target_amount = struct.producer.fluidbox[1].amount
end
local source_energy = struct.consumer.energy -- we can take so much energy from the source
local target_energy = (max_amount - target_amount) * 10.0 * 1e3 / efficiency -- so much more energy can be stored
local energy_to_move
if source_energy > target_energy then
energy_to_move = target_energy
else
energy_to_move = source_energy
end

if struct.lastdraw == nil then
struct.lastdraw = 0
end
if energy_to_move > struct.lastdraw then
energy_to_move = energy_to_move * 0.05 + 0.95 * struct.lastdraw
end

--game.player.print(tostring(source_energy).." and "..tostring(target_amount))
--energy_to_move = 0

struct.lastdraw = energy_to_move
if energy_to_move ~= 0 then
local liquid_amount = energy_to_move / 10.0 / 1e3
--if target_amount ~= 0 then
-- game.player.print(target_amount)
--end
local new_amount = target_amount + liquid_amount * efficiency
if new_amount > max_amount then
new_amount = max_amount -- if rounding gone wrong
end
struct.producer.fluidbox[1] = {type="water", amount=new_amount, temperature=25}
struct.consumer.energy = struct.consumer.energy - energy_to_move
end
end
end)

Helfima
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Re: Bug on FactorioMods Site

Post by Helfima »

for the mod question is here viewforum.php?f=25

use the Code balise to put our code

y can't call game.player in script

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