Search found 51 matches

by kasandraen
Wed Jul 27, 2016 4:31 pm
Forum: Already exists
Topic: Additional support for localised_name
Replies: 2
Views: 1667

Re: Additional support for localised_name

Second this :) Would love to have it for entities
by kasandraen
Wed Jul 27, 2016 11:02 am
Forum: Modding help
Topic: A few Questions
Replies: 5
Views: 1828

Re: A few Questions

There is a typo in DecreasePriority: entity.destoy instead of dest r oy(), and you might do the destruction just before creating the new entity, so the player does not have to place it again in case the generator is missing :D 2: try using something like the following in your data.lua or data-updat...
by kasandraen
Wed Jul 27, 2016 8:39 am
Forum: Modding help
Topic: A few Questions
Replies: 5
Views: 1828

Re: A few Questions

Well new issue.. It refuses to spawn the new unit, using the surface.create_entity returns "Attempt to index global "surface" a nil" and using what the wiki says, game.get_surface(1).create_entity returns "LuaGameScript doesnt contain key get_surface"... sigh.. whats th...
by kasandraen
Wed Jul 27, 2016 8:28 am
Forum: Modding help
Topic: A few Questions
Replies: 5
Views: 1828

Re: A few Questions

There is a typo in DecreasePriority: entity.destoy instead of dest r oy(), and you might do the destruction just before creating the new entity, so the player does not have to place it again in case the generator is missing :D 2: try using something like the following in your data.lua or data-updat...
by kasandraen
Wed Jul 27, 2016 7:26 am
Forum: Modding help
Topic: A few Questions
Replies: 5
Views: 1828

A few Questions

Hi! I have tried to create a mod that read of the all the ingame generators, and make a primary, secondary and terciary version of them. And then you can use certan keybind to upgrade/downgrade a generators output. The issues I've gotten into is: The program crashed when I try to replace the engine,...
by kasandraen
Fri Jul 22, 2016 3:25 pm
Forum: Mods
Topic: [MOD 0.13.x] Cursed PI - v0.2.3
Replies: 43
Views: 51310

Re: [MOD 0.13.x] Cursed PI - v0.2.3

Hi!

I saw this mod https://mods.factorio.com/mods/Bobingabout/bobinserters and it has the same function as you mod, except it only work on bob's inserter. My question is, that mod has the range reach of up to 3, is it possible to make this mod have the same range?
by kasandraen
Fri Jul 22, 2016 4:40 am
Forum: Mods
Topic: [MOD 0.13.x] Interface Chest - 1.13.2
Replies: 49
Views: 25391

Re: [MOD 0.13.x] Interface Chest - 1.13.2

Hi, how does the belt balancer work?
by kasandraen
Thu Jul 21, 2016 11:15 am
Forum: Modding help
Topic: "On_load" causing the save to be out of sync and cant load.
Replies: 11
Views: 2811

Re: "On_load" causing the save to be out of sync and cant load.

I'm not sure what I can tell you as an end user, but as a modder, the answer is simple... Don't use "on_load", ever, there is no need to. Either use the on_configuration_changed system, or on_initialize (I think) to set things up. Since any data you want to keep should be stored in the gl...
by kasandraen
Thu Jul 21, 2016 1:43 am
Forum: Modding help
Topic: "On_load" causing the save to be out of sync and cant load.
Replies: 11
Views: 2811

"On_load" causing the save to be out of sync and cant load.

Hi

Both the mod Treefarm, and the rubber tree growing part of dytech relies on this to work. Is there a way to work around it? Now I cant load my save anymore becouse the CRC is not what the mod expected.
by kasandraen
Tue May 10, 2016 3:48 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 47819

Re: [0.12.x] [Library] Factorio Standard Library Project 0.4.0

I know a few functions I'd like to have easier acces to. dysoch use them a lot in Dytech. If you check Dytech Core and the Ovvrire functions, the functions like change recipe, addtorecipe etc are really helpful to use
by kasandraen
Mon May 02, 2016 10:13 pm
Forum: Modding help
Topic: Edit an exsisting machine
Replies: 3
Views: 1111

Re: Edit an exsisting machine

I---Feel stupid haha Thanks!!
by kasandraen
Mon May 02, 2016 5:55 pm
Forum: Modding help
Topic: Edit an exsisting machine
Replies: 3
Views: 1111

Edit an exsisting machine

Hi I'm trying to edit the base assembly machine to move the exsisting fluid box. I know how to add more, but I dont understand how to edit an exsisting one / delete all the old one and make new ones? To add I'm using : (copied from dytech-core!) table.insert(data.raw["assembling-machine"][...
by kasandraen
Sat Apr 30, 2016 11:06 pm
Forum: Mods
Topic: [MOD 0.12.X] Liquid Resources + Liquid Logistic
Replies: 1
Views: 1966

[MOD 0.12.X] Liquid Resources + Liquid Logistic

Details: I'm totally new to lua and I suck, but I have too much spare time (unemplyed) and I love to modding and love to learn. I'm am looking for help with these mods if anyone wants to help :) I also only have 1 rotation texture for the blast furnace so it gets broken when you rotate it if anyone ...
by kasandraen
Sat Apr 30, 2016 8:39 pm
Forum: Modding help
Topic: Is there a way to modify a machines crafting speed?
Replies: 0
Views: 544

Is there a way to modify a machines crafting speed?

HI

I'm trying to make a machine that uses hot air for crafting, and depending on the temperature of the air, it crafts faster or slower. I use a dummy steam engine to read and use the air
by kasandraen
Sat Apr 30, 2016 2:51 am
Forum: Modding help
Topic: Using a specific temperature in a assembly machine recipe
Replies: 1
Views: 648

Using a specific temperature in a assembly machine recipe

Hi, I want to make it so that you have to heat a liquid to say 500* before you can use it in a recipe, is this possible?
by kasandraen
Sat Apr 30, 2016 2:27 am
Forum: Mods
Topic: [MOD 0.12.X] Liquid Plastic 1.0
Replies: 3
Views: 3198

Re: [MOD 0.12.X] Liquid Plastic 1.0

I was thinking of something like this, but maybe for green circuits, plates, batteries, ores, coal, copper cables and gears since you use a lot of those. It doesn't really make sense at all with those (maybe plates though) but it would be cool anyways! q: I have the fluid barrel mod for transportin...
by kasandraen
Mon Apr 25, 2016 12:24 pm
Forum: Modding help
Topic: logistic robot workings
Replies: 1
Views: 714

logistic robot workings

Hi Is it possible to change how the Logistic robot works? I've looked at the entity, but the only change I can do there is the payload. Its defined as a type Logistic robot, so I assume its this definition script I need to look at? Where do i Find it? Is this a thing thats possible to edit? Edit: I ...
by kasandraen
Mon Apr 25, 2016 10:57 am
Forum: Mods
Topic: [MOD 0.12.X] Liquid Plastic 1.0
Replies: 3
Views: 3198

[MOD 0.12.X] Liquid Plastic 1.0

http://i.imgur.com/SaNoKQj.png Details: Name: Liquid Plastic_1.0.0 Category: SimpleExtension MOD Version: 1.0.0 Factorio Version: 0.12.x (Made and Tested with 0.12.29) Latest Released: 25 Apr 2016 Dependencies: None Description: Adds a liquid version of plastic, can be used to craft anything the so...
by kasandraen
Sun Apr 24, 2016 11:44 am
Forum: Modding help
Topic: Making productivity module work on intermidiate recipe
Replies: 2
Views: 1073

Re: Making productivity module work on intermidiate recipe

Thanks! Everything works now :)
by kasandraen
Sat Apr 23, 2016 10:38 pm
Forum: Modding help
Topic: Making productivity module work on intermidiate recipe
Replies: 2
Views: 1073

Making productivity module work on intermidiate recipe

Basicly everything in the topic, I've made an item, but I get the "Can only be used on intermiditae products" when i try to insert a productivity module in the assembly machine

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