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by rk84
Fri Nov 20, 2015 4:42 pm
Forum: Implemented mod requests
Topic: active mod list on_init?
Replies: 2
Views: 6646

Re: active mod list on_init?

Yea I guess that is better option. In case of one mod changed, I still might need to go through full list.
by rk84
Thu Nov 19, 2015 2:45 pm
Forum: Implemented mod requests
Topic: active mod list on_init?
Replies: 2
Views: 6646

active mod list on_init?

on_configuration_changed has the active mod changes, so mayby on_init could have the active mod list?

This could help me with Autofill setup e.g.
by rk84
Wed Nov 04, 2015 11:46 am
Forum: Modding help
Topic: Comparing color tables and GUIStyle
Replies: 4
Views: 4695

Re: Comparing color tables and GUIStyle

3. Is that in data.lua file or does data.lua request the file with that code?

You can dig the default values from Factorio\data\core\prototypes\style.lua

Also font_color with an underscore.
by rk84
Tue Oct 27, 2015 8:32 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 159055

Re: Random Word Association Game

Fortress
by rk84
Mon Oct 26, 2015 9:26 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103526

Re: Introduction, Downloads & Release history

Could you tell me what are the reasons behind duplicating all the ores in test mod? I'd need to do something with them in RSO and I'm not sure what would be the expected behavior. Those are for creating infinite resources. They have no autoplacement and can be ignored if possible. Are you setting a...
by rk84
Mon Oct 26, 2015 6:36 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Skellitor301 wrote:Which one are you using because I'm not finding a changelog for this mod
Yea I should start logging things. Autofill 1.3.7 should work in Factorio 0.12.10
by rk84
Sun Oct 25, 2015 10:04 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103526

Re: Introduction, Downloads & Release history

orzelek wrote:Could you tell me what are the reasons behind duplicating all the ores in test mod?
I'd need to do something with them in RSO and I'm not sure what would be the expected behavior.
Those are for creating infinite resources. They have no autoplacement and can be ignored if possible.
by rk84
Fri Oct 23, 2015 8:52 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Thanks for the 1.3.9 update. I just gave it a try with a turret and a burner inserter. As soon as I place the item the text that floats up says unknown key "autofill.insertion" instead of how many items were inserted into the placed item. If I do not have ammo in my inventory when I place...
by rk84
Thu Oct 22, 2015 5:02 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103526

Re: Introduction, Downloads & Release history

New release should work in Factorio 0.12.12
Hopefully not just new games but old saves also.
by rk84
Thu Oct 22, 2015 3:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

I know i'm new to this whole modding thing, but isn't on_init the place to initalise these values? (once the game is running and the script inits?) on_init triggers only once (new games). So it does not cover saves that need initialization or reinitialization. Actually you were right. on_init were ...
by rk84
Wed Oct 21, 2015 3:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

at some point, I used to update fuel item arrays on load, but thats not possible any more. I'm bit annoyed that onload is only event I can't initialize the mod. I might "delay" the action for ontick, not sure yet.
by rk84
Mon Oct 19, 2015 9:45 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 103526

Re: Introduction, Downloads & Release history

For an updated version please check out my post in the unofficial mod updates :)! https://forums.factorio.com/forum/viewtopic.php?f=120&t=17094&p=113172#p113172 I added tm- prefix to marker name. :) when i try to start or load a game it says" _ _test-mod_ _/control.lua:18: attempt to i...
by rk84
Sun Oct 18, 2015 11:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Update 1.3.8 Fixed for for factorio 0.12.11

I will think the wildcard idea.
by rk84
Fri Oct 09, 2015 10:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

I've been poking around trying to get autofill to work with FARL locomotives but I don't have enough coding know-how in this area. Any chance this could get added, or at least help with what I need to change, if it's possible? Added "farl" -locomotive. Download for 1.3.7 in first post. I ...
by rk84
Thu Oct 08, 2015 10:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

I like how item in hand is used in that gui.

I updated Github to "unreleased" 1.3.7.
by rk84
Wed Oct 07, 2015 8:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

This mod has already been a great feature. I would like to contribute. Is this on github? Actually yes... oh I havent updated it for 2 years :oops: Looking at the new code I now think the "glue" belongs inside the autofill mod. In some degree I feel it should be outside, but I'm open for ...
by rk84
Sun Oct 04, 2015 9:32 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Useful mod. Does anyone have a complete config set for Bob's mods, by any chance? Thanks. I'm hoping to improve the interface for modders, so they can edit the default settings. Current version has get&set -method for the table at least. (Also: I would appreciate it if autofill read from a conf...
by rk84
Thu Oct 01, 2015 7:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Thanks for report. Sorry for typo. /c remote.call("af","insertset","","bob-gun-turret-2",{priority=1,group="turrets",limits={20},"ammo-bullets"}) Seems its missing item array, but I will make it handel single items in next release. Edit:sor...
by rk84
Fri Sep 25, 2015 3:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Sorry for wait the "getlocalised_entity_name" is fixed and new release is in first post.
I also changed code and interface a bit. There is now one table holding settings, but players can still have personal settings in separated table.
by rk84
Sun Sep 06, 2015 9:01 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227676

Re: [MOD 0.12.x] Autofill

Autofill is giving me an error with 12.5. Presumably if everyone else is having similar trouble we'll get a fix soon? What does the error message say? I haven't played since, I just updated to 12.6 and tried again - my save loads, I put down a burner inserter and this pops up ... its possibly compa...

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