Sure, thanks for fixing it in the official Good to know about nil falseness! I mostly work with C#; my lua is passable at best, haha.Arch666Angel wrote: βMon Oct 08, 2018 7:15 pm Added some additional checks, thanks for the heads up.
btw in lua you dont need the != nil check, if it's nil it's false
Search found 38 matches
- Mon Oct 08, 2018 9:11 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405103
Re: Bugs & FAQ
- Mon Oct 08, 2018 6:28 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405103
Re: Bugs & FAQ
Just debugged why Angels and Bobs were erroring out on load - turns out bob's lets you disable some of the advanced processing facilities in the options, but one of the Angels update scripts doesn't check for the entry and assumes that if bob's is there, then the entry is there always. File: refinin...
- Thu May 18, 2017 6:19 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 20307
Re: [MOD][WIP .15] High Voltage 0.0.4 : Energy over distance
This mod looks FANTASTIC! I wanted to do something like this myself, but never could figure out how to do it in an adequately performant manner with the current API. Next game I'll add this (because I like to make my life hell what with Angel's + Bob's + Platforms + Rampant AI + RSO with distance cr...
- Wed May 17, 2017 5:02 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585719
Re: [MOD 0.14] AAI Programmable Vehicles
dreadicon you can make them go in straight lines if you use subtile x and subtile y or angle and speed. personally i use the zones to create waypoints and iterate over them. miners will eat trees already so it sounds like it already does what you want webster, I knew you could make them go in strai...
- Mon May 15, 2017 10:23 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585719
Re: [MOD 0.14] AAI Programmable Vehicles
This mod is still amazing, even if for my purposes it's not really worth much. Oh to have a non-biter pathfinding...... One solution I thought of was to make the miner/haulers able to eat trees. If they could, I could just order them in straight lines to/from resources, in theory... I'd just have to...
- Mon May 01, 2017 6:13 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75101
Re: [0.14][0.15] Building Platform v1.0.7 (experimental v1.1.7)
Thanks for the update, and for adding Factorissimo2 compatibility! Playing with both mods now and is quite fun Now I just need KS Power and Angel's to update and my mod insanity will be complete.
- Fri Apr 28, 2017 5:25 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75101
Re: [0.14][0.15] Building Platform v1.0.6 (experimental v1.1.6)
If I understand correctly, you want to have factorissimo building act as platform so building inside them is possible for all blocked building ? It is possible to add a set of tile that accept building so it won't be difficult. It should make it for the next release soon. It seem logical to accept ...
- Fri Apr 28, 2017 12:10 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75101
Re: [0.14][0.15] Building Platform v1.0.6 (experimental v1.1.6)
So, You're likely super busy still updating for (and of course playing) Factorio 0.15, but I wanted to request a compatability update so that it works with the Factorissimo2 mod. Looking briefly at your code, You could either add 'hidden' platform tiles to the layers he uses for factory buildings, o...
- Mon Jan 30, 2017 1:51 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405103
Re: Bugs & FAQ
Latest update to Refining/Petrochem seems to have broken natural gas and fissures. RSO no longer recognizes them and they don't show up in the spawing settings. I have a massive glob of mods, but RSO can no longer find the entity named 'angles-natural-gas'. Far as I can tell they don't spawn in the ...
- Sun Jan 29, 2017 11:28 pm
- Forum: Resource Spawner Overhaul
- Topic: Added some functionality to Platforms
- Replies: 9
- Views: 4951
Re: Added some functionality to Platforms
Hey Orzelek, encountered an error in the Platforms code I wrote when using my monstrous pile of mods; LuaTile API call when LuaTile was invalid. Already tracked down the cause and fixed it; new straight_world_platforms.lua code below. Essentially in some cases tiles can be called before they are 'va...
- Tue Jan 03, 2017 9:52 pm
- Forum: Resource Spawner Overhaul
- Topic: Added some functionality to Platforms
- Replies: 9
- Views: 4951
Re: Added some functionality to Platforms
Glad my code was useful! Concerning the matter of Factorissimo, thanks to my nerfs and tweaks, it is about a 1:3 ratio of expansion, and I've disabled the power plant option (so no packing steam generators or solar panels in them). This means that where previously one had to scrunch their factory in...
- Fri Dec 23, 2016 6:44 am
- Forum: Resource Spawner Overhaul
- Topic: Added some functionality to Platforms
- Replies: 9
- Views: 4951
Re: Added some functionality to Platforms
I'm actually playing with Angels+bob's right now, though I did turn up the starting zone platforms a little, turned on a medium-cost recipe to make more platforms, added AAI, and a neutered version of Factorissimo(sp?) where I set them as always night, reduced their interrior size to 2/3 scale, and ...
- Thu Dec 22, 2016 12:27 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75101
Re: [0.13][0.14] Building Platform v1.0.3
Cross-post for a tweak/mod-mod I made of RSO which makes the platforms blocky: viewtopic.php?f=79&t=38866
I think it adds a lot to the quality of the experience, personally.
I think it adds a lot to the quality of the experience, personally.
- Thu Dec 22, 2016 12:15 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 99779
Re: Treefarm Download
Made a pull request with a fix a month ago. Still not accepted though.
- Wed Dec 21, 2016 11:09 pm
- Forum: Resource Spawner Overhaul
- Topic: Added some functionality to Platforms
- Replies: 9
- Views: 4951
Added some functionality to Platforms
So, I made a version of RSO which allows for partial or complete use of Straight World mod but only for platforms. You can adjust how blocky/organic the shapes are by adjusting a ratio which I added to the config. I prefer just a little bit of imperfection with an overall blocky shape. This makes th...
- Mon Dec 12, 2016 8:53 am
- Forum: Angels Mods
- Topic: Smelting vs Petrochem Design decisions
- Replies: 6
- Views: 5472
Re: Smelting vs Petrochem Design decisions
Wow, thanks for the in-depth answer Angel. That makes perfect sense both in that smelting is in an intermediate stage and that it's aimed at being alternatives rather than replacements. I look forward to the further development of the mod. I'll leave further feedback as I have it and have time; agai...
- Fri Dec 09, 2016 10:57 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572317
Re: Development and Discussion
So, recently been playing with Petrochem; it's pretty insane, but I kindof like insane. One issue I've encountered however is that there's no obvious path to create plastic without catalysts, it seems. I wouldn't mind catalysts so much if they worked like IRL catalysts (which do not get consumed), b...
- Fri Dec 09, 2016 1:12 am
- Forum: Angels Mods
- Topic: Smelting vs Petrochem Design decisions
- Replies: 6
- Views: 5472
Smelting vs Petrochem Design decisions
So, I really like the depth and complexity the Angel's Smelting mod adds. That said, I wanted it inquire if there were plans to update it to be more like Petrochem at some point? What I mean is more realistic and diverse. Essentially all ores follow the same chain with a few small variations, mostly...
- Thu Aug 11, 2016 12:25 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Revamp Mod.
- Replies: 41
- Views: 23899
Re: [0.13.x] Bob's Revamp Mod.
On the topic of ethanol, I just want to leave this here. Sadly no proper details are out yet, but it could be worth keeping an eye on at minimum, if not incorporating an estimated version: https://www.rt.com/usa/stanford-study-copper-ethanol-728/ Also found this (no idea why it's on pubmed, but it l...
- Thu Mar 24, 2016 1:43 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 40638
Re: [MOD 0.12.11+] Underground mining drills
Just wanted to chime in that I love your mod and am quite happy you have kept it up to date. It's my favorite of the 'underground mining' mods. A suggestion for the regen script: you might need to just brute-force it and scan the whole map manually; same for newly generated terrain, or hook into RSO...