Search found 115 matches

by hreintke
Mon Feb 05, 2018 11:34 am
Forum: Already exists
Topic: option to catch all lua runtime errors
Replies: 4
Views: 2214

option to catch all lua runtime errors

Hi, I am working on a mod that will provide a "scripted combinator". That will allow for a player provided lua script to be excuted. I use the lua xpcall() to prevent game crashes but some errors are still handled by the "game itself" (f.e. index out of bounds on signal parameter...
by hreintke
Tue Jan 30, 2018 2:36 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159312

Re: [MOD 0.16] Miniloader

No problem.

I just saw the behavior and wanted to let you know.

I noticed it because I use a lot of miniloader -> chest -> miniloader construction for buffering and belt balancing.
by hreintke
Mon Jan 29, 2018 1:17 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159312

Re: [MOD 0.16] Miniloader

Using the 1.5.7 version.

When placing two miniloaders on distance 1 there is still flow.
minloader.JPG
minloader.JPG (41.28 KiB) Viewed 7512 times
Noticed some remarks on underground belts -> I am not using a mod what updates them
by hreintke
Sun Jan 28, 2018 2:58 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

That's a tricky one. Means that I can have a fully connected network,with hundreds of robots but still have black spots on the map. - Based on what are the robots chosen that will execute the job ? - Is there a way that I can see it, besides wandering why it takes so long ? - Can I force the (a numb...
by hreintke
Sun Jan 28, 2018 1:14 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Hi, I have a "U shaped logistic network" : constructionbots.JPG I deconstruced some items in the area of copperfield3 (on the top) The construction robots to do this are coming from the Copperfield area (below). These robots start flying towards copperfield3 but after a short period they r...
by hreintke
Fri Jan 26, 2018 11:25 am
Forum: Modding help
Topic: New line in text-box Gui element
Replies: 3
Views: 1778

Re: New line in text-box Gui element

Same issue at my side.

I am working on a "scriptable combinator" -> lua code into a text-box

Any solution available or other workaroud ?
by hreintke
Wed Jan 17, 2018 2:42 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Thanks.

It's indeed the modded chest that is the reason.
Removing that from the blueprints makes 90 degree possible.

PS : I can build vertical modded chests. Does the mod need specific options/code to allow 90 degree ?
by hreintke
Wed Jan 17, 2018 1:01 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Hi, I made a blueprint for a train unload setup as below. unload.JPG Wanted to use this too when building a "vertical" station. But when placing the blueprint I only can rotate 180 degree. I've seen other blueprints rotating 90 degree. Anyone know what could cause the 180 degree limitation ?
by hreintke
Wed Jan 10, 2018 8:51 am
Forum: Modding help
Topic: Items in hand
Replies: 2
Views: 922

Re: Items in hand

Thanks,

Works great. I missed the "cursor" teminology
by hreintke
Tue Jan 09, 2018 11:14 pm
Forum: Modding help
Topic: Items in hand
Replies: 2
Views: 922

Items in hand

Hi, I'd like to check the number of items of the player. There is the call "get_inventory(defines.inventory.player_main)" that gives access and number of items. But when the player selects items from that, taking it in hand that amount is removed from the inventory. Is there a way to get t...
by hreintke
Thu Dec 21, 2017 4:15 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Hi, My idea was that the train was stopped in the station. Solved it now by manual add some fuel, after a roundtrip the refuel worked as expected. My assumption now is that the fuel shortage occured second(s) after leaving the station -> It only looks like it is in the station but actually it is not.
by hreintke
Thu Dec 21, 2017 3:48 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

OK, Another train related question. I have multiple trains running and all do an "automated refuel" at one of the stations they pass during a trip. For one of the locomotives this does not work. I placed inserters all along the loc but still no load. FuelIssue.JPG All other loc's fuel corr...
by hreintke
Thu Dec 21, 2017 12:23 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Thanks for the replies.

I've been looking for a mod to be able to create these switches but no luck.
Are you aware of such a mod ?
by hreintke
Tue Dec 19, 2017 8:38 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Hi,

Am I correct that train switches can only be used with mininmun two "spaces" between the tracks ?
So that, in the picture below, I cannot get switches in the two left track layouts ?
train_switch.JPG
train_switch.JPG (86.06 KiB) Viewed 5860 times
by hreintke
Wed Dec 13, 2017 4:53 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 513796

Re: Simple Questions and Short Answers

Hi, Rather new to the game and have a question on splitters. The splitters can also be used to combine two belts into one. I am using this when I transport iron plates to the main line. Expected from the desriptions that both lanes would merge completely. But see the picture below : splitter2.JPG Lo...
by hreintke
Sun Nov 05, 2017 10:29 am
Forum: Modding help
Topic: Undergroud belt input/output belt_to_ground_type
Replies: 6
Views: 2255

Re: Undergroud belt input/output belt_to_ground_type

Not (yet) in a mod but as a command to upgrade all underground-belts to fast-underground-belts. Making use of the fast-replaceble possibility. /c local surface = game.player.surface local ent = "underground-belt" local rep = "fast-underground-belt" for c in surface.get_chunks() d...
by hreintke
Fri Nov 03, 2017 11:35 pm
Forum: Modding help
Topic: Undergroud belt input/output belt_to_ground_type
Replies: 6
Views: 2255

Re: Undergroud belt input/output belt_to_ground_type

Hi,

Thanks again, Works like a charm.

Much easier than expected
by hreintke
Fri Nov 03, 2017 10:20 pm
Forum: Modding help
Topic: Undergroud belt input/output belt_to_ground_type
Replies: 6
Views: 2255

Re: Undergroud belt input/output belt_to_ground_type

Thanks.

Working now. Assuming to quickly. Expected to be able to set all properties of an entity at creation time. Need to read docs more carefully.

Also want to connect two underground belts that I create. Do you know how to achieve that ?
by hreintke
Fri Nov 03, 2017 5:44 pm
Forum: Modding help
Topic: Undergroud belt input/output belt_to_ground_type
Replies: 6
Views: 2255

Undergroud belt input/output belt_to_ground_type

Hi,' Trying to create underground belts in a mod. Right at the first I ran into the problem of setting the belt_to_ground_type of a belt. For testing I run the following code /c local p = {game.player.selected.position.x+1,game.player.selected.position.y+1} local ne = game.player.surface.create_enti...
by hreintke
Mon Oct 30, 2017 10:42 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 78936

Re: [MOD 0.15.x] Mining Space Industries

The Mission Control Button is (with me) at the top left of the screen.
With that you get the details of the secondary mess

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