Search found 311 matches

by devilwarriors
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)

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!)
oh nice, thx for head up!
by devilwarriors
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() ...
by devilwarriors
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...
by devilwarriors
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)

binbinhfr wrote:
devilwarriors wrote:Work like a charm, thanks :)
I found the way to extend copy/paste to all traders !

please update and test.
now you have also 3 tiers of updated traders, with bigger contents.
nice!!

how did you do it ? place a chest entity over it?
by devilwarriors
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 ...
by devilwarriors
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)

binbinhfr wrote:
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.
Yes I did.
And if you do not copy, the default period force is used (the one in the main menu)

Please test :
Work like a charm, thanks :)
by devilwarriors
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...
by devilwarriors
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...
by devilwarriors
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...
by devilwarriors
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 :P

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.
by devilwarriors
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...
by devilwarriors
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...
by devilwarriors
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', {...
by devilwarriors
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?
by devilwarriors
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
by devilwarriors
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.
by devilwarriors
Mon Jul 25, 2016 10:46 pm
Forum: Releases
Topic: Version 0.13.11
Replies: 26
Views: 24637

Re: Version 0.13.11

FactorioBot wrote:[*]Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
Ah I thought that thing was behaving weirdly, now I get it :P
by devilwarriors
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 ...
by devilwarriors
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

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