Search found 1193 matches

by Mooncat
Thu Aug 24, 2017 2:39 am
Forum: Not a bug
Topic: [0.15.33] Silo lauched with satellite producing nothing
Replies: 15
Views: 4669

Re: [0.15.33] Silo lauched with satellite producing nothing

Looks like a bug to me. Not for the game, but for Creative Mode.
Didn't expect LuaSurface.find_entities_filtered works on the rocket too.
Thanks everyone.
by Mooncat
Tue Aug 22, 2017 2:47 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9465

Re: [0.15] Explosive Excavation & Bot Landfill

As someone reported the crash issue in Creative Mode, would you check robot.valid in your on_robot_built_tile handler please? :mrgreen:
by Mooncat
Sun Aug 20, 2017 6:26 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 391006

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

I think there's a minor bug with matter sources not producing 100% compressed belts. I'm still not completely sure what's happening here, it might also be a bug in the base game or just a bug in my setup.... Thanks for bringing this issue up. It has been reported before but I somehow forgot it. I w...
by Mooncat
Sun Aug 20, 2017 6:22 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 13536

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Hi, there's a recipe in this mod that my Recycling Machines mod does not like. Before I change my mod to ignore it, I thought I'd post here to see whether it's a bug with your mod. The recipe has ingredients, but no results. The category is "advanced-crafting" which means that the item mu...
by Mooncat
Thu Aug 17, 2017 9:20 am
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 2645

Re: "Sprite too large"?

Simply don't supply HR images. The hr_version attribute is an option for the users who can load HR images. But for those who can't, maybe due to graphic card limitation, the hr_version attribute will be ignored, and the image outside hr_version will be loaded instead. So you should only provide NR ...
by Mooncat
Tue Aug 15, 2017 6:24 pm
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 2645

Re: "Sprite too large"?

Again, the users are getting the error with images that are like 1600x700. Have no idea what's going on there. Probably need to ask a dev. Log file will help. And what do I do for entities that do not support hr, such as smoke - which as it happens, all my problem entities are? Simply don't supply ...
by Mooncat
Tue Aug 15, 2017 2:54 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23367

Re: Somethings not (or hidden) in doc but you need to know

Added some new topics these few days: Data: Error - invalid prototype array nil Solution to incorrect icon size Max image size Icon tinting, multi-layered icon Large maximum_wire_distance can cause lag Stream projectile particle_buffer_size has to be at least 2 cluster_count has to be at least 2 Con...
by Mooncat
Tue Aug 15, 2017 2:18 am
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 2645

Re: "Sprite too large"?

Ah, I should correct the statements. The limits are applied on any side of the image. "Normal resolution supports images up to 2048px on any side. High resolution supports images up to 4096px on any side." In the entities that support HR images, there should be something like filename = &q...
by Mooncat
Mon Aug 14, 2017 2:52 pm
Forum: Won't implement
Topic: [Not Implemented] LuaControl.insert but don't insert modules
Replies: 6
Views: 2230

Re: LuaControl.insert, but don't insert to module inventory

The assembling machine allows the input slots to exceed the stack limits so you can always craft a given recipe. You can detect what a given recipe needs by reading the recipe and looking at the ingredients. I was thinking about a generic way that does not only work on assembling machines, but also...
by Mooncat
Mon Aug 14, 2017 8:56 am
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 2645

Re: "Sprite too large"?

Normal resolution supports images up to 2048 x 2048 px.
High resolution supports images up to 4096 x 4096 px.

It is not about users. It is Factorio's limit. ;)
by Mooncat
Mon Aug 14, 2017 8:27 am
Forum: Won't implement
Topic: [Not Implemented] LuaControl.insert but don't insert modules
Replies: 6
Views: 2230

Re: LuaControl.insert, but don't insert to module inventory

In fact inserters will transfer into the module inventory of a machine should the input slots become full by the time it starts to drop the module. The exact same logic runs when you call transfer(...) that runs when an inserter transfers items into a non-belt entity. If you don't want to transfer ...
by Mooncat
Mon Aug 14, 2017 2:49 am
Forum: Won't implement
Topic: [Not Implemented] LuaControl.insert but don't insert modules
Replies: 6
Views: 2230

Re: LuaControl.insert, but don't insert to module inventory

Request: Either add an additional parameter in LuaControl.insert or make a new function to let us insert items into entity while ensuring the items won't go to the module inventory. Also the corresponding LuaControl.can_insert parameter or function. Currently, LuaControl.insert will insert modules ...
by Mooncat
Sun Aug 13, 2017 8:55 am
Forum: Won't implement
Topic: [Not Implemented] LuaControl.insert but don't insert modules
Replies: 6
Views: 2230

[Not Implemented] LuaControl.insert but don't insert modules

Original title: LuaControl.insert, but don't insert to module inventory But it won't work. --------- Request: Either add an additional parameter in LuaControl.insert or make a new function to let us insert items into entity while ensuring the items won't go to the module inventory. Also the correspo...
by Mooncat
Fri Aug 11, 2017 9:08 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23367

Re: Somethings not (or hidden) in doc but you need to know

Ah, yes! That can explain it.
by Mooncat
Fri Aug 11, 2017 8:30 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23367

Re: Somethings not (or hidden) in doc but you need to know

I tried but couldn't reproduce. :? But there is a slight difference: my mod names don't use underscore (_) but hyphen (-). Don't know if that matters. Don't know why even if so. Are you really sure MOD_NAME = "my_mod"? It seemed to be quite a problem for some users of my mods. I couldn't ...
by Mooncat
Fri Aug 11, 2017 8:08 pm
Forum: Modding interface requests
Topic: tooltip_path in LuaGuiElement.add to show vanilla tooltips
Replies: 1
Views: 958

tooltip_path in LuaGuiElement.add to show vanilla tooltips

Request: A simple way to replicate vanilla tooltips, including the yellow mod names. ItemTooltip.jpg Add an additional optional parameter "tooltip_path" in LuaGuiElement.add . An additional concept is also needed: TooltipPath. tooltip_path :: TooltipPath (optional): Path to the object whos...
by Mooncat
Fri Aug 11, 2017 7:38 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23367

Re: Somethings not (or hidden) in doc but you need to know

I am no modder, so I'm not sure how overwhelmingly useful all these tips are, but I guess it's the kind of stuff that should be stickied, so that it doesn't disappear in the mysterious deapths of the forum, where there be biters lurking, and stuff. [Koub] Stickied. Thanks! I'm sure this will help a...
by Mooncat
Fri Aug 11, 2017 5:32 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 71035

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

I think I missed one thing.... will we still need requester chest? :?:

Edit: nvm, I figured that requester chests will still be useful for requester chest -> inserter -> assembling machine. :)
by Mooncat
Fri Aug 11, 2017 3:07 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23367

Re: Somethings not (or hidden) in doc but you need to know

d3x0r wrote:
darkfrei wrote:It would be nice to know, that functions in data.lua must be early than calling of this functions. By control.lua it's not important.
it is important still of you specify 'local' on the function.
I think I understand what you meant.
Added "CODE ACCESSIBILITY IN DATA VS CONTROL". ;)
by Mooncat
Fri Aug 11, 2017 2:17 am
Forum: Implemented mod requests
Topic: "Nothing" (custom) technology modifier needs dynamism
Replies: 5
Views: 1666

Re: "Nothing" (custom) technology modifier needs dynamism

I think he meant this:
"effect_key" of "nothing" tech modifier accepts LocalisedStr

Currently only string is accepted. Giving it a localised string will throw error.

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