Search found 51 matches
- Tue Apr 02, 2019 8:59 am
- Forum: Modding help
- Topic: [0.17.23] Assembly machine with a speed module switches status to low power
- Replies: 2
- Views: 1463
Re: [0.17.23] Assembly machine with a speed module switches status to low power
Ah that would explain it! I had a lengthy discussion with someone on discord about how to deal with that and we kinda settled on there being more work(both writing it and in data time ingame) comparing the inventories than what I would be to just overwrite it, but now I see that it has a side-effect...
- Sat Mar 30, 2019 5:34 pm
- Forum: Modding help
- Topic: [0.17.23] Assembly machine with a speed module switches status to low power
- Replies: 2
- Views: 1463
[0.17.23] Assembly machine with a speed module switches status to low power
Hi I'm trying to make a machine that has both a burner fuel (a mold that's being used up) and electrical supply. To achieve this I create a dummy invisible assembly machine under the one I want and use it to drain electrical energy. Using control code I check if the machine has energy, if it has and...
- Sun Mar 10, 2019 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8] building status switching between working and low power
- Replies: 4
- Views: 2271
Re: [0.17.8] building status switching between working and low power
Oh I'm so sorry, I didn't notice the forum, this was the first hit through google and I saw the date was two days ago and I was unsure if the .9 version included it since this was posted about the .8 one or not
- Sun Mar 10, 2019 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8] building status switching between working and low power
- Replies: 4
- Views: 2271
Re: [0.17.8] building status switching between working and low power
Has this been fixed? Ive been working on a modded machine that creates a dummy machine to drain power for it, and using wheter that machine runs fine to determine if my machine can run. It works flawlessly untill I add a speed module, then it randomly gets the status "low-power" and stops ...
- Mon Mar 04, 2019 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.17.x Ore generation issues
- Replies: 5
- Views: 3854
Re: 0.17.x Ore generation issues
I too came to the same conclusion after testing it earlier: viewtopic.php?f=25&t=66128
Glad they fixed it!
Glad they fixed it!
- Sat Mar 02, 2019 6:44 pm
- Forum: Modding help
- Topic: Anyone know how to use the new Fluid Energy type?
- Replies: 10
- Views: 3670
Re: Anyone know how to use the new Fluid Energy type?
For future readers: The issue was that the fluid was at the default temperature which the minimum temperature. The fluid has to have a higher temperature than the minimum temperature to be able to extract energy from it. Yeah, thank you soo much for your help on discord For anyone else that is look...
- Sat Mar 02, 2019 12:24 pm
- Forum: Modding help
- Topic: Anyone know how to use the new Fluid Energy type?
- Replies: 10
- Views: 3670
Re: Anyone know how to use the new Fluid Energy type?
I have gotten this far
but the machine doesnt run. As the image show it does recoginize the recipe (iron-ore -> liquid iron)
But I dont know how to configure the Consumption. It says 0.0/s but I dont know what option to change to increase it
but the machine doesnt run. As the image show it does recoginize the recipe (iron-ore -> liquid iron)
But I dont know how to configure the Consumption. It says 0.0/s but I dont know what option to change to increase it
- Sat Mar 02, 2019 3:42 am
- Forum: Modding help
- Topic: Anyone know how to use the new Fluid Energy type?
- Replies: 10
- Views: 3670
Anyone know how to use the new Fluid Energy type?
Looking through the patch notes
How do I use this? I cant seem to find anything using it
Code: Select all
Added "fluid" energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.
- Fri Mar 01, 2019 6:18 pm
- Forum: Modding help
- Topic: Ore Generation issues
- Replies: 2
- Views: 1510
Re: Ore Generation issues
It's not only limited to mod ores. I seen iron or copper do this - I think they might have underflow/overflow kind of error somewhere in the code that gets triggered when you use minimum frequency. When I looked at how probability is defined in data stage (expression tree with 100+ elements) I did ...
- Fri Mar 01, 2019 2:51 pm
- Forum: Modding help
- Topic: Ore Generation issues
- Replies: 2
- Views: 1510
Ore Generation issues
Hi I'm trying to generate some ores for my mod and I'm running into some issue. I have followed the doings of other mods, but it seems they all rely on Bobs'library ore functions and even with those I cant get it to seem right. Ingame when you reduce the frequency the ore patches grow in size instea...
- Fri Feb 22, 2019 6:54 am
- Forum: Resource Spawner Overhaul
- Topic: RSO ignoring place in spawn settings
- Replies: 1
- Views: 1582
RSO ignoring place in spawn settings
Hi I'm trying to make my life easier and tried adding Zinc to the spawn area, I did it both through the rso spawn config files with "starting={richness=1000, size=10, probability=1}," and through the mods own files I enabled in spawn = true. But it still wont generate the zinc ores in the ...
- Sun Sep 25, 2016 4:40 pm
- Forum: Not a bug
- Topic: Detected modification of the global 'log' function."
- Replies: 12
- Views: 4829
Re: Detected modification of the global 'log' function."
and what is this function for? there is not a single mention of a global function named log in the documentation.. Ah found what it does. Would be nice if that was documented, it could be usefull to people.. Like I could draw dicks in the logs file and nobody would ever know it was me since the mod...
- Sun Sep 25, 2016 3:57 pm
- Forum: Not a bug
- Topic: Detected modification of the global 'log' function."
- Replies: 12
- Views: 4829
Re: Detected modification of the global 'log' function."
and what is this function for? there is not a single mention of a global function named log in the documentation.. Ah found what it does. Would be nice if that was documented, it could be usefull to people.. Like I could draw dicks in the logs file and nobody would ever know it was me since the mod...
- Tue Aug 30, 2016 2:41 am
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed PI - v0.2.3
- Replies: 43
- Views: 53608
Re: [MOD 0.13.x] Cursed PI - v0.2.3
Hi
Unoficial release for 0.14:
https://www.dropbox.com/s/vn8svm963cx1v ... 4.zip?dl=0
Every inserter is cursed version:
https://www.dropbox.com/s/k2qjbhl3iexnl ... 5.zip?dl=0
Unoficial release for 0.14:
https://www.dropbox.com/s/vn8svm963cx1v ... 4.zip?dl=0
Every inserter is cursed version:
https://www.dropbox.com/s/k2qjbhl3iexnl ... 5.zip?dl=0
- Wed Aug 03, 2016 2:46 pm
- Forum: Modding help
- Topic: Replacing all recipe ingredient with another.
- Replies: 4
- Views: 2209
Re: Replacing all recipe ingredient with another.
Recipe ingredients (items) can be confusing, most of them don't have a set type (type is nil ) and ingredient.name is also nil most of the time. You should be able to check if it's an item type by testing if ingredient.type == nil or ingredient.type == "item" . If you have determined that...
- Mon Aug 01, 2016 12:13 pm
- Forum: Modding help
- Topic: Replacing all recipe ingredient with another.
- Replies: 4
- Views: 2209
Replacing all recipe ingredient with another.
Hi, I'va made this script: function ReplaceAllIngredientFluidWithFluid(Fluid1 , Fluid2) for i, recipe in pairs(data.raw.recipe) do for v, ingredient in pairs(data.raw.recipe[recipe.name].ingredients) do if ingredient.type == "fluid" then if ingredient.name == Fluid1 then ingredient.type = ...
- Sat Jul 30, 2016 8:18 am
- Forum: Modding help
- Topic: Creating a item collector based on entity_died problems
- Replies: 2
- Views: 1534
Re: Creating a item collector based on entity_died problems
Okay, now it works. buuuuuut
The loot drops from the unit after the events.on_entity_died, so a unit needs to die right next to it for it to move the items :<
Guess I'll have to find another way...
The loot drops from the unit after the events.on_entity_died, so a unit needs to die right next to it for it to move the items :<
Guess I'll have to find another way...
- Sat Jul 30, 2016 7:08 am
- Forum: Modding help
- Topic: Creating a item collector based on entity_died problems
- Replies: 2
- Views: 1534
Creating a item collector based on entity_died problems
Hi I'm trying to make a item collector based on entity_died event. When a unit dies, it scan around the corpse for item (to find its own loot), thenit scans a 64x64 area for a chest named "loot-chest". If it finds a chest it insert the items into the inventoy. My problem is that the "...
- Fri Jul 29, 2016 6:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.11]Adding Prereq to a tech that is that tech crashes
- Replies: 2
- Views: 2602
[Rseding91] [0.13.11]Adding Prereq to a tech that is that tech crashes
Its a stupid bug, but I somehow managed to do it. I added a new tech, advanced-processing-unit, and later in the script added advanced-processing-unit as a Prerequisites to advanced-processing-unit. The game loaded fine, except when you are ingame and select it, the game crashes with the following e...
- Wed Jul 27, 2016 4:47 pm
- Forum: Won't implement
- Topic: Reques: access/manipulate more game.entity_prototype values
- Replies: 1
- Views: 1427
Reques: access/manipulate more game.entity_prototype values
Hi I'v like to make a mod that increases a machines crafting speed after it has heated up (specific time / crafted x items after eachother) and that required acces to for example the entity.crafting_speed. Also, I just made a mode to change a generators output priority, but this isnt accesable in ga...