Hei
Sorry for that!
BTW, Actually, a great event would be one which is trigger when an inserter wants to take an item. Then, behavior could be changed based on what it gonna fetch.
Still, is possible to register inserters for this trigger, if it can improves the performances.
Thanks
Search found 80 matches
- Thu Jul 04, 2024 4:49 pm
- Forum: Modding interface requests
- Topic: Raise an event when an inserter finished an action
- Replies: 4
- Views: 471
- Wed Jul 03, 2024 1:36 pm
- Forum: Modding interface requests
- Topic: Raise an event when an inserter finished an action
- Replies: 4
- Views: 471
Re: Raise an event when an inserter finished an action
Hei
Yes, did I do something wrong?
Yes, did I do something wrong?
- Sun Jun 30, 2024 5:47 pm
- Forum: Modding interface requests
- Topic: Raise an event when an inserter finished an action
- Replies: 4
- Views: 471
Raise an event when an inserter finished an action
I understand that this could damage the performances of the game, so I thought about filtering the events, and/or using the preregistration (The event is triggered only if the inserter has been registered to trigger it)
Thanks a lot!
Hermios
Thanks a lot!
Hermios
- Sun Jan 03, 2021 5:09 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20533
Re: Hermios trains
hi guys
I am (FINALLY) working on the new version.
@olegf, I don't understand your question, can you be more explicit?
@Acidstrike, I know Working on it
I am (FINALLY) working on the new version.
@olegf, I don't understand your question, can you be more explicit?
@Acidstrike, I know Working on it
- Sat Jan 02, 2021 7:13 pm
- Forum: Questions, reviews and ratings
- Topic: How copy settings of an entity via blueprint
- Replies: 1
- Views: 1258
How copy settings of an entity via blueprint
Hi When I create an entity, it has specific settings/options. Question: How to maintain those via blueprint? When I take a standard entity (for instance an arithmetic combinator), then blueprint it and past it, its config is copied to the new blueprinted item. How to maintain it on my own entities? ...
- Sun Dec 29, 2019 11:19 am
- Forum: Modding interface requests
- Topic: mod_data property for entity
- Replies: 10
- Views: 3900
Re: mod_data property for entity
Hi I agree on the issue: When native entities are blueprinted, their settings are stored in the ghots, but there is no mechanism to store settings from custom entities. Existing suggestions seem nice, I vote for mod_data, per entity, those are stored in the saved data too The +: - This maintains set...
- Sat Nov 09, 2019 12:09 pm
- Forum: Modding help
- Topic: Edit blueprint in a mod
- Replies: 10
- Views: 3081
Re: Edit blueprint in a mod
Hi Thanks for the answer. I clearly overengineered my system, and the "placeably by" is the appropriate solution: My situation is the same as Darkfrei: When placing an entity, the first entitiy E1 is replaced by a second E2 (E1 must be destroyed) When blueprinting, E2 is taken in considera...
- Sun Nov 03, 2019 2:43 pm
- Forum: Modding help
- Topic: Edit blueprint in a mod
- Replies: 10
- Views: 3081
Edit blueprint in a mod
Hi
Is that possible to edit a blueprint in a mod (add, delete, modify or replace elements etc.)? If yes, how?
Thanks
Niko
Is that possible to edit a blueprint in a mod (add, delete, modify or replace elements etc.)? If yes, how?
Thanks
Niko
- Sun Nov 03, 2019 2:10 pm
- Forum: Not a bug
- Topic: [kovarex] Rail signals not deactivated when deactivating
- Replies: 1
- Views: 1058
[kovarex] Rail signals not deactivated when deactivating
Hi I use rail signals in my mod, to help me place my entity close to rails. Once this is done, I add another entity, but I have to keep the rail signal to allow blue printing of the item. However, I don't want this rail signal to have any impact on the rail, so I deactivated it, but it has no impact...
- Sun Sep 29, 2019 1:08 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20533
Re: Hermios trains
Hi Cremionis
Actually, there are notifications now, I received your request . I am very busy yet, but I'll look at it when possible. I'll answer on the portal, then. Thanks anyway for the feedback
Niko
Actually, there are notifications now, I received your request . I am very busy yet, but I'll look at it when possible. I'll answer on the portal, then. Thanks anyway for the feedback
Niko
- Sun Jul 14, 2019 10:15 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20533
Re: Hermios trains
Hey
Sorry, I don't really understand your message.
Are you looking for the mod "Train Reader"? If yes, I deactivated it, some times ago, since the train stop is now doing the job. No need to replicate.
If you are looking for something else, please explain, so I can help.
Thanks
Niko
Sorry, I don't really understand your message.
Are you looking for the mod "Train Reader"? If yes, I deactivated it, some times ago, since the train stop is now doing the job. No need to replicate.
If you are looking for something else, please explain, so I can help.
Thanks
Niko
- Tue Jun 11, 2019 7:25 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20533
Re: Hermios trains
Hi Which version do you use? Please ensure you use the 0.1.2 of HermiosLibs Besides, there may be some problems of migration. I recommand to remove your locomotive and to put it back on the rails. If not, please rather send a message on the portal for mods (I created this blog when the portal was no...
- Sat Mar 02, 2019 11:52 am
- Forum: Modding help
- Topic: [17.4] duplicate key technology-name
- Replies: 3
- Views: 1308
Re: [17.4] duplicate key technology-name
Sorry, sorry! Found it! I didn't look in the current locale!
Thanks
Niko
Thanks
Niko
- Sat Mar 02, 2019 11:44 am
- Forum: Modding help
- Topic: [17.4] duplicate key technology-name
- Replies: 3
- Views: 1308
Re: [17.4] duplicate key technology-name
Hi Klonan
Thanks but... well, what is wrong, still?
my locale for Train Caller is similar to the one for others, and others have no problem!And this one had no problem with version 16.51
Cheers
Niko
Thanks but... well, what is wrong, still?
my locale for Train Caller is similar to the one for others, and others have no problem!And this one had no problem with version 16.51
Cheers
Niko
- Sat Mar 02, 2019 11:09 am
- Forum: Modding help
- Topic: [17.4] duplicate key technology-name
- Replies: 3
- Views: 1308
[17.4] duplicate key technology-name
Hey I have this issue while loading Factorio, on some of my mods (but not everyone). See screenshot attached. This didn't happen before. It is very weird, beause even if I comment all the content of data.lua, it still happens. Attached a mod that has the issue, and a screenshot of the issue. Oh, and...
- Wed Jan 09, 2019 4:32 pm
- Forum: This Forum
- Topic: Download an attachment sent in pm
- Replies: 4
- Views: 2193
Re: Download an attachment sent in pm
Ok, maybe that was THAT stupid after all...
Thanks
Niko
Thanks
Niko
- Wed Jan 09, 2019 3:51 pm
- Forum: This Forum
- Topic: Download an attachment sent in pm
- Replies: 4
- Views: 2193
Re: Download an attachment sent in pm
Hi Koub
Well, I know my question is stupid, but not THAT stupid
I have no hyperlink for my file. Look at the screenshot attached Thanks
Niko
Well, I know my question is stupid, but not THAT stupid
I have no hyperlink for my file. Look at the screenshot attached Thanks
Niko
- Wed Jan 09, 2019 3:27 pm
- Forum: Modding help
- Topic: Use external libraries
- Replies: 3
- Views: 1787
Re: Use external libraries
Great, many thanks for the answers, especially data.lua!
I'll implement it in the next version of my mods
Niko
I'll implement it in the next version of my mods
Niko
- Wed Jan 09, 2019 3:24 pm
- Forum: This Forum
- Topic: Download an attachment sent in pm
- Replies: 4
- Views: 2193
Download an attachment sent in pm
Ok, I am not proud of it but... how to download a file attached to a message sent in pm?
I can see there is an attachment, but nowhere to click...
Sorry for the stupid question, help!
Thanks
Niko
I can see there is an attachment, but nowhere to click...
Sorry for the stupid question, help!
Thanks
Niko
- Sun Dec 23, 2018 3:16 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 20533
Re: Hermios trains
Hi I am so sorry, I forgot to ask them. Quite busy. The problem may be more complex than what I thought, that is why I didn't contact them about it immeditaly For the bridges, you can ask the developer of the mod to include a remote call to my mod in his. Thus, his bridges shall be consirered as ele...