Search found 555 matches
- 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.
- 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.
This could help me with Autofill setup e.g.
- 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.
You can dig the default values from Factorio\data\core\prototypes\style.lua
Also font_color with an underscore.
- 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
- 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...
- 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
Yea I should start logging things. Autofill 1.3.7 should work in Factorio 0.12.10Skellitor301 wrote:Which one are you using because I'm not finding a changelog for this mod
- Sun Oct 25, 2015 10:04 pm
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 103526
Re: Introduction, Downloads & Release history
Those are for creating infinite resources. They have no autoplacement and can be ignored if possible.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.
- 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...
- 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.
Hopefully not just new games but old saves also.
- 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 ...
- 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.
- 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...
- 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.
I will think the wildcard idea.
- 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 ...
- Thu Oct 08, 2015 10:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227676
- 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 ...
- 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...
- 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...
- 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.
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.
- 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...