Introduction, Downloads & Release history

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devilwarriors
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Re: Introduction, Downloads & Release history

Post by devilwarriors »

Neomore wrote:Unfortunately, I cannot get the Game Settings tab to work at all.
Here I fixed the game setting tab, except the print event thing. I don't know enought about event in factorio to fix that, but I might give it a try later if no one fix it.

All I changed was the stuff like

Code: Select all

game.daytime = 0.75;
into

Code: Select all

game.surfaces['nauvis'].daytime = 0.75
all the time, wind, peace, etc. stuff got moved into surfaces
Here is a summary of the New features of 0.13

[...]

Scripting
Moved LuaGame::daytime/wind/wind_orientation/wind_orientation_change/peaceful_mode to LuaSurface.

viewtopic.php?f=3&t=27101
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Neomore
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Re: Introduction, Downloads & Release history

Post by Neomore »

I'll see if I can get it working. I saw that it was moved to surfaces, but couldn't figure out to change that line of code properly.

UPDATE: Print event seems to be working fine for me, but I might just be missing the issue
Author of Advanced Factorio, a set of mods that add small bits of Advanced functionality to your gameplay

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devilwarriors
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Re: Introduction, Downloads & Release history

Post by devilwarriors »

UPDATE: Print event seems to be working fine for me, but I might just be missing the issue
I think some of them must not be working since they added some and maybe renamed some other.

I checked the checkbox than moved 2 meter and the game crashed, not sure what event I triggered exactly.

also from what I saw after game.surfaces.var_name would also work, no need for ['nauvis'].
Fatmice
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Re: Introduction, Downloads & Release history

Post by Fatmice »

Here is my update of testmode to 0.13. Please play with and tell me bugs. rk84, feel free to take over when you have returned.

0.13.0
Migrate to 0.13
Replaced get_player and get_surface with players[] and surfaces[], respectively.
Moved peaceful_mode and always_day to LuaSurface
test-mode_0.13.0.zip
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Fatmice
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Re: Introduction, Downloads & Release history

Post by Fatmice »

0.13.1
Damn Rseding and his _
Changed defines.trainsate to defines.train_state

Event watching now work as before.
test-mode_0.13.1.zip
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Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Skitt
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Re: Introduction, Downloads & Release history

Post by Skitt »

Fatmice wrote:0.13.1
Damn Rseding and his _
Changed defines.trainsate to defines.train_state

Event watching now work as before.
test-mode_0.13.1.zip
Clicking on game settings throws an error crashing the game back to the menu
everything else works fine
Error while running the event handler: __test-mode__/gui.lua:78: attempt to index field '?' (a nil value)
Fatmice
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Re: Introduction, Downloads & Release history

Post by Fatmice »

Can't replicate your error. Insufficient information.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: Introduction, Downloads & Release history

Post by Skitt »

mod conflict?
other mods iv got in are
Specilized refinarys
all of the 5dim modules
bucket wheel excavator
evo gui
flare stack
flow control
railtanker
the fat controller
warehouseing
resorce spawner overhall

the outputlog for factorio isnt being helpfull
Fatmice
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Re: Introduction, Downloads & Release history

Post by Fatmice »

Maybe? I don't know. You need to give me a reliable way of making it crash if I'm to fix it.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
bfrsmedic2
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Re: Introduction, Downloads & Release history

Post by bfrsmedic2 »

I'm sorry if I missed this fix in another post, but I tried to find it.

This problem I found when placing a simple blueprint of 2 assembliers, a pole, requester and passive chest, with 4 fast ins. I am
including the last log of the crash and the other mods I am using in it. I toggled each mod on and off and it turns out to be test mod
the current version of 13.1. Factorio is up to date via steam.

The best I can tell is when a bot tries to place the passive chest, it crashes. All other mods are disabled except test mode.

Medic
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GeekinaCave
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Re: Introduction, Downloads & Release history

Post by GeekinaCave »

Hi, this mod is awesome for testing new buildings for efficiency.

Does anybody knows how make the icons bigger in the menu for selecting items for spawn?, i prefer they have the size like in inventory.

Thanks.
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GeekinaCave
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Re: Introduction, Downloads & Release history

Post by GeekinaCave »

GeekinaCave wrote:Hi, this mod is awesome for testing new buildings for efficiency.

Does anybody knows how make the icons bigger in the menu for selecting items for spawn?, i prefer they have the size like in inventory.

Thanks.
Hi, again...

If somebody can help to make the icon items in the menu like the version in the demo of FishSandwich's will be really helpful to me, i don't know if is because i´m using 0.13 but mine look so tiny then its almost ridiculous:
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Neomore
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Re: Introduction, Downloads & Release history

Post by Neomore »

Hello, everyone. I took the liberty of once again updating this mod. This is an updated version of Fatmice's 0.13.1, now usable in Factorio 0.14
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Author of Advanced Factorio, a set of mods that add small bits of Advanced functionality to your gameplay

Check it out here: https://mods.factorio.com/user/neomore
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laige
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Re: Introduction, Downloads & Release history

Post by laige »

Hello

The mod does not like layered icons. I have been developing a mod that will use a good number of them in the next update. Can you make it so your mod will allow for these.

Example: of how to make a layered icon.

Code: Select all

icons = {{icon = ...}, {icon = ..., tint = ...}}
Here is a picture of current result.
Pic
Here is my mod that will soon have layered icons in version 0.1.1
viewtopic.php?f=93&t=35483
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