Search found 18 matches

by heloo22
Fri Aug 04, 2023 12:47 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263732

Re: Stations & other LTN based designs

please upload 2023 save file with some advanced functionality
by heloo22
Tue Jun 15, 2021 11:12 am
Forum: Modding help
Topic: resource category
Replies: 5
Views: 1927

Re: resource category

Thanks you. How people figure out the syntax is beyond me.. I looked at api factorio and found it, then proceeded trying: entity.prototype.resource-category entity.prototype.resource.prototype entity.resource.category and so on but ofcourse couldn't get it to work this worked for me: for _, resource...
by heloo22
Mon Jun 14, 2021 8:37 am
Forum: Modding help
Topic: resource category
Replies: 5
Views: 1927

Re: resource category

thanks for reply but im sorry, turns out i need that category check inside control.lua stage.. is it even possible?
by heloo22
Mon Jun 14, 2021 5:50 am
Forum: Modding help
Topic: resource category
Replies: 5
Views: 1927

resource category

Hello, trying to get this to work in data-final stage :
if not data.raw.resource.category == "basic-fluid" then

want to do some operations on all resources except OIL/all fluid ones
could someone correct above statement, i cant get it to work
by heloo22
Sun Mar 07, 2021 9:52 am
Forum: Modding help
Topic: electric/powered void chest
Replies: 2
Views: 898

Re: electric/powered void chest

hehe that was my plan B
but voidchest uses 0ups since it just integrared in the game and doesnt relay on recipes
but yea thanks
by heloo22
Fri Mar 05, 2021 5:53 pm
Forum: Modding help
Topic: electric/powered void chest
Replies: 2
Views: 898

electric/powered void chest

void chest like in 'VoidChestPlus' but powered?
since its entity type chest you would need to use scripts to make it possible?
by heloo22
Fri Mar 05, 2021 1:13 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389482

Re: Development and Discussion

will do
by heloo22
Thu Mar 04, 2021 7:30 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389482

Re: Development and Discussion

hello, quick question
Since Angel Industries components are in beta and tech overhoul is in alpha stages, IS IT PLAYABLE THOUGH?
Is it safe to start playthrough with these 2 options enabled?
by heloo22
Fri Feb 05, 2021 11:22 pm
Forum: Mods
Topic: [mod 1.1] NPUtils_LITEv2
Replies: 0
Views: 1932

[mod 1.1] NPUtils_LITEv2

wasn't sure if i ever release it, but here it goes: https://i.ibb.co/n8tZMk6/pic1.png Introduction The beginning, started with tweaking NPUtils to make it smaller, only leave what i though is useful. To balance it even more then to make it compatible with every big mod there is. Then shifted focus,...
by heloo22
Fri Feb 05, 2021 3:14 pm
Forum: Modding help
Topic: if mod in the control stage?
Replies: 4
Views: 1347

Re: if mod in the control stage?

if game.active_mods["mod-name"] then game.active_mods will be available only when loading the game has completed, but you may want to access the mod list before that (i.e. while on_load is active). Querying script.active_mods is more versatile (it's available right after control.lua has b...
by heloo22
Fri Feb 05, 2021 3:11 pm
Forum: Modding help
Topic: if mod in the control stage?
Replies: 4
Views: 1347

Re: if mod in the control stage?

DaveMcW wrote: ↑
Fri Feb 05, 2021 2:51 pm

Code: Select all

if game.active_mods["mod-name"] then
when loading a map this pops up:
attempt to index global 'game' a nil value
by heloo22
Fri Feb 05, 2021 2:46 pm
Forum: Modding help
Topic: if mod in the control stage?
Replies: 4
Views: 1347

if mod in the control stage?

possible to check if mod exist inside control.lua :?:
cause this doesnt do it:
if mods[" "] then
by heloo22
Wed Feb 03, 2021 10:23 pm
Forum: Ideas and Requests For Mods
Topic: MAP marker anywhere
Replies: 4
Views: 1478

Re: GUI back to right side; MAP marker anywhere;

what if instead of mod i edit game file for private use only? could that work Well, yeah, if you have some experience with debugging and disassembling it would work... But in that case you wouldn't ask, probably. And, please, turn off crash log uploading if you go that way. Don't spam devs with cra...
by heloo22
Wed Feb 03, 2021 4:06 pm
Forum: Ideas and Requests For Mods
Topic: MAP marker anywhere
Replies: 4
Views: 1478

Re: GUI back to right side; MAP marker anywhere;

Koub wrote: ↑
Wed Feb 03, 2021 1:23 pm
heloo22 wrote: ↑
Wed Feb 03, 2021 1:03 pm
(armor/gun) GUI back to right side;
You can forget about that one :
viewtopic.php?f=34&t=95192
what if instead of mod i edit game file for private use only? could that work
by heloo22
Wed Feb 03, 2021 1:03 pm
Forum: Ideas and Requests For Mods
Topic: MAP marker anywhere
Replies: 4
Views: 1478

MAP marker anywhere

Hello! as in title
MAP marker anywhere, even in undiscovered areas
by heloo22
Thu May 23, 2019 3:44 pm
Forum: Technical Help
Topic: custom colors in Server Description
Replies: 1
Views: 1734

custom colors in Server Description

Hi
anybody have idea how servers have colored font description and custom factorio icons in the name?
Also how to have it so there is nice tabulators or new lines in the server description since just pressing enter adding that line like normal in the server settings file doesn't seem to work
by heloo22
Thu Aug 23, 2018 3:29 am
Forum: Modding help
Topic: [solved]works but ITS BUGGED only few lines
Replies: 2
Views: 1214

Re: works but ITS BUGGED only few lines

amazing, works now thank you
by heloo22
Wed Aug 22, 2018 12:23 pm
Forum: Modding help
Topic: [solved]works but ITS BUGGED only few lines
Replies: 2
Views: 1214

[solved]works but ITS BUGGED only few lines

anybody understands this?? i cant figure it out but almost got it! This one when building anything it makes sure that the item don't get used. PROBLEM? it works but when placing blueprints, it will for some reason give to the main inventory 12 empty blueprints. everytime... script.on_event(defines.e...

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