Search found 177 matches
- Mon Aug 17, 2015 5:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
- Replies: 28
- Views: 31996
[MOD 0.12.x] Autowire - configurable automated pole wiring
Autowire http://puu.sh/jFwnA.jpg http://puu.sh/jFwrU.jpg Info: Adds a gui that lets you select which wires will be connected automatically when placing any electric power poles. Automatically connecting red/green requires you have the wires in your inventory, while copper are still free, as normall...
- Mon Aug 17, 2015 1:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][Oxyd] Wonky Expansion Candidate Chunks
- Replies: 5
- Views: 3734
Re: [0.12.4] Wonky Expansion Candidate Chunks
I noticed this yesterday with my latest push against the biter bases in my current game; this seems to be new, either in 0.12.3 or 0.12.4, I know it's happening in 4 and wasn't in 2. Didn't think to report it, because reasons. :edit: after reviewing my saves, I'm not so sure about it not having been...
- Mon Aug 17, 2015 10:49 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 103975
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Really nice mod. Found a little issue, you can enter the car. When trying to move it damages the lamp (i guess). Already made a pull request. Seems you changed the name of the car somewhere and forgot to change it in the event. Whoops! pr accepted, nice catch, thanks! :edit: and 0.1.6 pushed out wi...
- Mon Aug 17, 2015 5:19 am
- Forum: Modding help
- Topic: Blank Surface?
- Replies: 10
- Views: 5330
Re: Blank Surface?
Not sure why none isn't working, but several settings seem to be outdated on the wiki now for autoplace_controls based on my poking at it. It's a bit brute-force, but you could use this handler for on_chunk_generated to obliterate all entities in the chunk... game.on_event(defines.events.on_chunk_ge...
- Mon Aug 17, 2015 3:14 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 103975
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
displaying the items would be ... I dunno. I mean, I could pull the icon, but that would break the immersion in my mind - even though immersion in factorio is more theoretical than actual, at least for me XD I mean, it wouldn't be something you could possibly be displaynig on a nixie tube that way, ...
- Mon Aug 17, 2015 3:06 am
- Forum: Show your Creations
- Topic: Pics of my ongoing 0.12 factory...
- Replies: 11
- Views: 19942
Re: Pics of my ongoing 0.12 factory...
After spending last week with the modding api, got back into playing this weekend. Progress was made, though going continues to be slow. But everything is back online again, which is a start! http://puu.sh/jEbjB.png Map view of the layout as it is now; the little operation to the right of circuit ci...
- Mon Aug 17, 2015 12:52 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20796
Re: Automated Blueprint Deployer - Proof of Concept w/ video
funny you mention selective deconstruction, I am thinking of a 4rd blueprint placement mode - normal placement, force-placement, which are like the two player modes; test placement, which I think I mentioned, which just gives you the signals of what would be placed, or possibly what would be blocked...
- Sun Aug 16, 2015 6:35 pm
- Forum: Not a bug
- Topic: Coil Whine when starting the game
- Replies: 13
- Views: 11807
Re: Coil Whine when starting the game
no reason to deliberately, but if it's just running a tight update-render loop and the update is being skipped because time is frozen, I could see it happening. Same in the menu where there's nothing to update.
- Sun Aug 16, 2015 6:33 am
- Forum: Modding help
- Topic: Custom console commands
- Replies: 2
- Views: 2657
Re: Custom console commands
You can also add custom guis, which many mods do. Can't actually override the gui that opens when you click a building, but you can create guis that are always visible, or that are created when the player is in proximity to something and removed when they leave.
- Sun Aug 16, 2015 1:09 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20796
Re: Automated Blueprint Deployer - Proof of Concept w/ video
Miners can only be placed where there's valid ore... First pass blueprint, puts miners on everything. Second pass blueprint, puts turrets / floors / walls / assemblers everywhere else. Logistics bots handle picking up mined output. Self-tiles and repeats until world exploited. May have to try this ...
- Sat Aug 15, 2015 8:18 pm
- Forum: Implemented mod requests
- Topic: inventory of transport belts?
- Replies: 1
- Views: 4108
inventory of transport belts?
Currently transport belt entities allow calling get_item_count and has_item_inside, but there's no way to get what types of items these are, short of brute-forcing calls to those functions with different item types. It doesn't seem like a good idea for mod entities to start going around iterating ov...
- Sat Aug 15, 2015 7:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Simple generator
- Replies: 4
- Views: 6601
Re: Simple generator
Nice idea, i will go t back to you You beat me to it. Which is good, my to-do list is getting too long already XD but I peeked into it and it seems like it'll be doable, and fairly easily. :edit: on reflection, realzied I was forgetting something. Still doable, I'm sure, but not quite as easily as ...
- Sat Aug 15, 2015 7:37 pm
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11095
Re: Network Inserter
hmmm. Belts. More of a problem than I thought. They kindof have an inventory? but not really. Not an inventory you can get and inspect, except through functions like get_item_count, which will return the number of items in total, or how many of a particular type... but as we discussed earlier, build...
- Sat Aug 15, 2015 5:42 pm
- Forum: Modding help
- Topic: Drive Assist Error code Help
- Replies: 8
- Views: 4019
Re: Drive Assist Error code Help
add _. in 0.12 the names of things got made more uniform with "_" separating words, so onevent became on_event (not to be confused with one_vent)
- Sat Aug 15, 2015 5:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][Twinsen] - combinator madness
- Replies: 4
- Views: 4162
Re: [0.12.4] - combinator madness
was just playing with your bug save, that is indeed very strange. Made a replica, same behavior. Tried just removing the red wire connecting 1 and 5, and just removing the wire seems to cause the same - though not 100% of the time. Then tried replacing combinator 5 with just a power pole and connect...
- Sat Aug 15, 2015 3:20 pm
- Forum: Implemented Suggestions
- Topic: console paste whitespace behavior
- Replies: 3
- Views: 7778
console paste whitespace behavior
lua doesn't care about newlines, except that they are whitespace - not sure if you control this behavior or if the operating system is doing it automatically, but if it is factorio stripping the newlines and tabs from pasted text, could we get them replaced with spaces instead of removed entirely? T...
- Sat Aug 15, 2015 1:20 pm
- Forum: Modding help
- Topic: Setting output value of entity
- Replies: 2
- Views: 2000
Re: Setting output value of entity
the circuit network access is currently... restricted. You can access it only indirectly through specific interfaces implemented for certain item types. The only way I've found to just output arbitrary signals is to use a constant combinator, where get_circuit_condition returns an array of the 15 sl...
- Sat Aug 15, 2015 1:11 pm
- Forum: Already exists
- Topic: Custom entity lua state handling in blueprints.
- Replies: 12
- Views: 7321
Re: Custom entity lua state handling in blueprints.
just the events, with a read/write copy of the entities table of the blueprint, so it metadata can be added (in create), or applied to the ghosts (in place). For on_robot_built events, you could add a field to the event containing the ghost, assuming this isn't already the case (don't remember the w...
- Sat Aug 15, 2015 3:52 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20796
Re: Automated Blueprint Deployer - Proof of Concept w/ video
yah, at least half of what I know about the API I've figured out in a the in-game console just poking at things and seeing what works XDAdil wrote:Seen the wiki. Wow. Did you learn that by manual testing?
I keep meaning to update the wiki with my discoveries, edited in a few things but not nearly all of it
- Sat Aug 15, 2015 1:41 am
- Forum: Ideas and Requests For Mods
- Topic: Network Inserter
- Replies: 8
- Views: 11095
Re: Network Inserter
polling the held slot is a good thought; belts are pretty much the worst-case for this, but I think it'll be manageable. Hopefully by 0.13 we'll have a way to test signals values that isn't slightly evil, though in this case we only have to do the one test per item type, so it's less evil than when ...