Search found 226 matches

by ThaPear
Sun Jun 07, 2015 4:52 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

Re: [0.11.22] Automated Red Alert harvesters 0.0.5

DusoMR wrote:Thx!! But found a new bug -_-

Code: Select all

Error while running the event handler: __Harvester-mod__/harvester.lua:346: attempt to index upvalue '_ENV' (a nil value)
Enjoy it ^^
That's odd... Should be fixed now though.

Updated to 0.0.5
by ThaPear
Sun Jun 07, 2015 2:23 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

Re: [0.11.22] Automated Red Alert harvesters 0.0.4

Yeah, that error was a bit more elusive. It only occurred when a harvester was mid-animation during a save. It appears table values are not correctly saved alongside closures, so it took me a bit to fix. This version should fix savegames that were having the 0.0.3 error. If it doesn't, let me know. ...
by ThaPear
Sun Jun 07, 2015 12:07 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

Re: [0.11.22] Automated Red Alert harvesters 0.0.3

RU: при загрузке сейва выдало такую ошибку Error while running the event handler: __Harvester-mod__/harvester-anims.lua:140: attempt to perform arithmetic on global 'animationTick' (a nil value) возможно это потому что я играл с версией 0.0.1, но все таки подумал что лучше сказать об этой ошибке. E...
by ThaPear
Sat Jun 06, 2015 11:08 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

Re: [0.11.22] Automated Red Alert harvesters 0.0.3

FishSandwich wrote:Hi, got error when trying to mine a harvester:

Code: Select all

Error while running the event handler: __Harvester-mod__/harvester.lua:89: attempt to index field 'driver' (a nil value)
Now this is getting silly... Sorry, another mistake by me. (And a lack of proper testing)

Updated to 0.0.3
by ThaPear
Sat Jun 06, 2015 11:41 am
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

Re: [0.11.22] Automated Red Alert harvesters 0.0.2

Updated to 0.0.2 Thanks for all the positive comments guys, it means a lot! How would you imagine the ore solves energy problems? The growing/being harmful wouldn't be a problem to code. I am getting error when loading auto-saved game: Error while running the event handler: __Harvester-mod__/harves...
by ThaPear
Sat Jun 06, 2015 8:10 am
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 60493

Re: Friday Facts #89 Timetables

Still hoping version 12 will have the HD textures for everything ... This is not going to happen :) We have currently high res versions of 2 entities (the 2 we presented in the fff already), and the new entities are prepared and rendered for high resolution as well, but it is not tested nor integra...
by ThaPear
Fri Jun 05, 2015 8:28 pm
Forum: General discussion
Topic: Need help!!!
Replies: 4
Views: 4508

Re: Need help!!!

Pay once - own forever. You'll only need to pay once to get all future updates and content.

Edit: Beaten by kovarex :x
by ThaPear
Fri Jun 05, 2015 3:51 pm
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 60493

Re: Friday Facts #89 Timetables

I can't believe 0.11.0 was 5 months ago.
The new turrets look really good, looking forward to next month!
by ThaPear
Fri Jun 05, 2015 2:23 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

Re: [0.11.22] Automated Red Alert harvesters 0.0.1

Holy crap. This is exactly what that mod needed. :D What's the logic behind the harvester's points to harvest from? And how long, since they don't harvest to depletion? I would guess that when you said they ignore all entities, that they also don't queue up to unload, and several can unload at the ...
by ThaPear
Fri Jun 05, 2015 11:24 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 41334

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

I have created an automated version of this mod, it's located here.
by ThaPear
Fri Jun 05, 2015 11:24 am
Forum: Modding help
Topic: Icon cutting off
Replies: 0
Views: 719

Icon cutting off

I've just released my mod but it contains an issue: The icon of the harvester cuts off.
The icon is 32x32, just like the icon of the Refinery, and that icon does not cut off.

If anyone could take a look, the mod is here.
Thanks in advance!
by ThaPear
Fri Jun 05, 2015 11:21 am
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 68370

[0.11.22] Automated Red Alert harvesters 0.1.0

After many hours of coding, spriting and prototype definitions, I bring you: Automated Red Alert harvesters This mod brings back the fully automated, fully animated Red Alert harvesters for your pleasure! (And profit, of course) Image. Image? Image! http://i.imgur.com/zc1KWCi.jpg That's not enough?...
by ThaPear
Fri Jun 05, 2015 9:18 am
Forum: Modding help
Topic: Maximum number of frames
Replies: 5
Views: 3103

Re: Maximum number of frames

I revisited the problem today and I have successfully gotten it to work with the following code: You'll notice the stripe is gone and the frame count is now 1. It now only fails when using more than 128 frames. So I guess that's the real limit. Thanks for the help guys. { width = 144, height = 144, ...
by ThaPear
Thu Jun 04, 2015 1:09 pm
Forum: Modding help
Topic: Maximum number of frames
Replies: 5
Views: 3103

Re: Maximum number of frames

Direction count have to be all height in frames added together so: 32 + 32 + 32 = 96 so for you: direction_count = 96 THat is what i think is the way to fix it as i see in vanilla the car has direction_count = 64 When the combined height in frames = 64 (22 + 22 + 20 = 64) Nope, that doesn't work, t...
by ThaPear
Thu Jun 04, 2015 12:02 pm
Forum: Modding help
Topic: Maximum number of frames
Replies: 5
Views: 3103

Maximum number of frames

Is there a maximum number of frames I can specify for a single car-type prototype? Whenever I try to specify more than 64 frames the game fails to load with the error message "Error while loading entity prototype "name" (car): Invalid StripeIterator" My layer definition is shown ...
by ThaPear
Thu Jun 04, 2015 8:22 am
Forum: Ideas and Requests For Mods
Topic: [Request] Deevolution script
Replies: 6
Views: 6255

Re: [Request] Deevolution script

I had misdefined the event triggers, it's been a while since I last modded. (This thread did get me back into it though :D) game.onevent(defines.events.ontick, function() OnTick() end) game.onevent(defines.events.onbuiltentity, function(event) OnBuilt(event.createdentity) end) game.onevent(defines.e...
by ThaPear
Mon Jun 01, 2015 7:42 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Deevolution script
Replies: 6
Views: 6255

Re: [Request] Deevolution script

Here, have some untested code that might not even remotely work :D: (Although even if it doesn't work it'll probably get the idea across) game.onload(function() OnLoad() end) game.oninit(function() OnLoad() end) game.ontick(function() OnTick() end) game.onbuiltentity(function(entity) OnBuilt(entity)...
by ThaPear
Mon Jun 01, 2015 9:34 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 78965

Re: Friday Facts #88 - Combinators

And what does all that do? It checks if there is only one signal from A+B+C, then S go "high", or if there is two of these signals at any combination excluding three of them, then Cout gets "high". Or thats how i understand that :D It's an adder, it adds the 3 one-bit signals to...
by ThaPear
Sun May 31, 2015 6:59 pm
Forum: Modding help
Topic: FlyingText?
Replies: 3
Views: 1471

Re: FlyingText?

Example usage:

Code: Select all

game.createentity({name="flying-text", position=game.player.position, text="HELLO", color={r = 0.8, g = 0.4, b = 0}}) 
by ThaPear
Sun May 31, 2015 2:26 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100645

Re: [UPDATED] Introducing NARMod 3.1

Loving the mod, it got me back into the game, very good work! I did miss some dependencies in the tech tree though. Crafting a car requires rubber, but the Automobilism research does not depend on the Synthetic Rubber research. Same goes for the tank, crafting one requires tungsten, but its research...

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