oh nice, thx for head up!SuicidalKid wrote:Just thought I'd pop in and say that Adil made a plugin for the aircraft mod that adds raven takeoff functionality!
(Mine your planes BEFORE installing the mod or you'll crash on entering/mining them!)
Search found 311 matches
- Mon Aug 29, 2016 10:26 pm
- Forum: Mods
- Topic: [0.12.18+] Raven (airplane)
- Replies: 24
- Views: 13541
Re: [0.12.18+] Raven (airplane)
- Mon Aug 29, 2016 10:16 pm
- Forum: Modding help
- Topic: modify LuaItemStack in on_player_mined_item?
- Replies: 17
- Views: 3447
modify LuaItemStack in on_player_mined_item?
Hi, I don't suppose it's possible to modify the event.item_stack that's returned in the on_player_mined_item event, so that the resources returned to the player after it's mined is different from what the mined entity usually return? I tried event.item_stack.set_stack() and event.item_stack.clear() ...
- Sat Aug 27, 2016 4:09 pm
- Forum: Modding discussion
- Topic: utility of factorio_version ?
- Replies: 15
- Views: 3702
Re: utility of factorio_version ?
So am I better to keep my mod on 0.13 for now or update to 0.14? seem indeed like a lose lose situation right now :\ I was keeping them to 0.13 for now since I assume that 0.14 users are more likely to know how to update the .json themself if they really need my mod, but reading these post it seem l...
- Tue Aug 23, 2016 11:41 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
nice!!binbinhfr wrote:I found the way to extend copy/paste to all traders !devilwarriors wrote:Work like a charm, thanks
please update and test.
now you have also 3 tiers of updated traders, with bigger contents.
how did you do it ? place a chest entity over it?
- Sun Aug 21, 2016 8:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
Work like a charm, thanks :) By the way, are your prices ok ? Because it seems that Airat has problems but I cannot reproduce them... No not really, beside maybe slag with yuoki is worth a bit too much. There 2 recipes that eventually turn it into stone brick, but the result of the first recipe is ...
- Sun Aug 21, 2016 6:59 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
Work like a charm, thanksbinbinhfr wrote:Yes I did.devilwarriors wrote:ahhh too bad, it would still be nice if you could make the buy chest support it. Copy/paste the period an the items being ordered.
And if you do not copy, the default period force is used (the one in the main menu)
Please test :
- Sun Aug 21, 2016 12:20 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
another idea to make this easier, when you select one of the trade entity you could show a lite version of that entity gui just to pick the default value for period, automation, order, etc and then give those value to any entity placed after that. you could use on_player_cursor_stack_changed to dete...
- Sat Aug 20, 2016 11:56 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
You could probably support copy pasting those value when you do blueprint tho, so you could use a blueprint to place a lot of accumulator that already have their order maxed so you don't have to set them all one by one. They don't hold much power so you need a lot to do any meaningful trading of pow...
- Sat Aug 20, 2016 11:35 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
EDIT 2 : alas this event does not seem to be triggered on entities that are not supposed to be copied. Work on chests for example, but not on accus... :cry: But I will make the default period equal to the default period in the main menu. It will help. ahhh too bad, it would still be nice if you cou...
- Sat Aug 20, 2016 9:31 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
one more thing
using on_entity_settings_pasted you could make it so you can copy/paste the time period of accumulator to each other, to make this less of pain to do.
using on_entity_settings_pasted you could make it so you can copy/paste the time period of accumulator to each other, to make this less of pain to do.
- Sat Aug 20, 2016 8:56 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
Don't know if this was said already and I'm too lazy to read all those pages of post, but it would be nice if you could set the accumulator to only sell energy if it's day. Since solar panel are kinda cheaper than accumulator to produce, it would be fun to set a lot of solar panel and sell the extr...
- Sat Aug 20, 2016 7:50 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 206036
Re: [MOD 0.13] Black Market (sell and buy on the market)
Don't know if this was said already and I'm too lazy to read all those pages of post, but it would be nice if you could set the accumulator to only sell energy if it's day. Since solar panel are kinda cheaper than accumulator to produce, it would be fun to set a lot of solar panel and sell the extra...
- Sat Aug 13, 2016 6:47 pm
- Forum: Modding discussion
- Topic: [Solved] Can we print colored message on console?
- Replies: 5
- Views: 2363
Re: Can we print colored message on console?
nope, but it's already possible on the c++ side as this bug shown -> https://forums.factorio.com/viewtopic.php?f=7&t=29307 I would try making a request for it in the "modding interface request" section if I were you. something like this would be nice game.players[1].print('red text', {...
- Fri Aug 12, 2016 9:13 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83976
Re: Friday facts #151 - The plans for 0.14
You guys are never going to mention FFF#120 concrete ever again are you?
No plan for that to be part of that HD upgrade?
No plan for that to be part of that HD upgrade?
- Fri Aug 05, 2016 4:28 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 36547
Re: Friday Facts #150 - New Terrain Experiments
The last picture in the news is broken for me on steam.
http://steamcommunity.com/games/427520/ ... 8800542433
http://steamcommunity.com/games/427520/ ... 8800542433
- Wed Jul 27, 2016 6:23 pm
- Forum: Technical Help
- Topic: Frame Drop near woods
- Replies: 8
- Views: 3258
Re: Frame Drop near woods
Problem came back for me yesterday with yuoki stuff.. restarting the computer fix it like when I was having this issue with toxic jungle.
- Mon Jul 25, 2016 10:46 pm
- Forum: Releases
- Topic: Version 0.13.11
- Replies: 26
- Views: 24637
Re: Version 0.13.11
Ah I thought that thing was behaving weirdly, now I get itFactorioBot wrote:[*]Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
- Wed Jul 20, 2016 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Markdown bug on mod portal, strikethrought is escaped.
- Replies: 3
- Views: 1271
- Tue Jul 19, 2016 5:21 pm
- Forum: Resolved Problems and Bugs
- Topic: Markdown bug on mod portal, strikethrought is escaped.
- Replies: 3
- Views: 1271
Markdown bug on mod portal, strikethrought is escaped.
hi, found a bug with the markdown on the mod portal, in the mod description. if I do a strikethrought somewhere in the text with double ~~ like this : ~~this text is strikethrought~~ it's escaped and show up as <del>this text is strikethrought</del> instead of this text is strikethrought example in ...
- Sun Jul 10, 2016 10:25 pm
- Forum: Mods
- Topic: [MOD 0.13] Fire extinguisher
- Replies: 11
- Views: 6697
Re: [MOD 0.13] Fire extinguisher
new graphics (version 0.1.4)
https://www.youtube.com/watch?v=qpqdbxZuo1M&t=0s
https://www.youtube.com/watch?v=qpqdbxZuo1M&t=0s