Search found 65 matches

by Iccor56
Tue Mar 12, 2019 5:19 pm
Forum: Implemented mod requests
Topic: Documentation for UI style definitions
Replies: 4
Views: 1563

Re: Documentation for UI style definitions

it broke alot of styles for alot of mods.

viewtopic.php?f=25&t=67420&p=410979#p410979

since we have to select from a standard list (or make everything new) it would be really nice (if not critical) to have a list of what is available.
by Iccor56
Mon Mar 11, 2019 5:26 pm
Forum: Ideas and Suggestions
Topic: Production screen, and save energy setting
Replies: 2
Views: 1207

Re: Production screen, and save energy setting

bump. please let the selected options persist. i basically never want to look at the last 5 seconds. and i constantly have to re enable currently filtered items.
by Iccor56
Mon Mar 11, 2019 4:52 pm
Forum: Modding help
Topic: Syle conversion issues
Replies: 2
Views: 811

Syle conversion issues

so i am trying to update the mods i have to run on .017 that the makers have not updated. i keep running in to gui-style issues but i simply can not find the current list of style options or how to define them. does anyone have a suggestion or a place to look? all of these work fine until i enable s...
by Iccor56
Sun Feb 03, 2019 3:50 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89633

Re: Friday Facts #280 - Visual Feedback is the king

could we make construction robots prioritize power poles first when being built and make them last when deconstructing? this would help all the items inside the power lines. especially when they build a roboport but have not connected it to power
by Iccor56
Fri Feb 01, 2019 6:47 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89633

Re: Friday Facts #280 - Visual Feedback is the king

Thanks for the new toggles! The toolbar will be an awesome addition. Please make the personal roboport a 3-way toggle. On/off/self-only. With self-only in multiplayer, inventory won't empty/fill when walking by something done by another player. One thing to consider is should self-only still repair...
by Iccor56
Fri Feb 01, 2019 6:44 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89633

Re: Friday Facts #280 - Visual Feedback is the king

regarding the tool selection part of the quick bar:

will the size of the section change based on how many tools are in it or manually? i would hate to only have a couple tools in the bar and have 8 empty spots blocking the screen.
by Iccor56
Sun Aug 19, 2018 6:00 pm
Forum: Modding help
Topic: How to see errors and logs?
Replies: 9
Views: 6530

Re: How to see errors and logs?

darkfrei wrote:
Iccor56 wrote:game.print only prints the event.name every few seconds. but it prints the event.tick every time i mine an entity. any idea why that is?
Antispam

but it is not telling me the things i am telling it to tell me. this is very frustrating. especially when the code is obviously running.
by Iccor56
Sun Aug 19, 2018 5:57 pm
Forum: Ideas and Suggestions
Topic: Logistics disable
Replies: 0
Views: 703

Logistics disable

PLEASE let us disable the logistics request section (center section next to inventory and crafting). there are many times i have dumped our inventory someplace for robots to work with and use big roboports not my personal stuff. i then don't want them to drop stuff back in my inventory instead of bu...
by Iccor56
Wed Aug 08, 2018 5:59 pm
Forum: Modding help
Topic: Requester methods and fields?
Replies: 8
Views: 8726

Re: Requester methods and fields?

Ok i understood that. So what you are saying is that there is no other fields and/or methods specific to requesters? so, everything that is on the wiki is in the game. it should, in the lua parts, not be outdated. The piece logistic network contains information specific for anything that has to do ...
by Iccor56
Wed Aug 08, 2018 5:48 pm
Forum: Modding help
Topic: How to see errors and logs?
Replies: 9
Views: 6530

Re: How to see errors and logs?

game.print() and player.print() display on screen, they are not connected to any external monitoring tool. (Also Lua tables start at 1 so players[0] is an error.) print() does go to stdout, but stdout is not easy to work with on Steam. Use this to print to factorio-current.log: log("Hi Mom!&qu...
by Iccor56
Sat Aug 04, 2018 12:51 am
Forum: Modding help
Topic: debuging ability
Replies: 1
Views: 544

debuging ability

so i have this proof of concept code ---------------- Event Listeners -------------- local function Blueprint_Scanner_on_scanner_on_tick(event) --if(event.tick%300==0) then if(event.tick==3977400) then log(event.tick) end end local function Blueprint_Scanner_on_built_entity(event) log("on_built...
by Iccor56
Fri Aug 03, 2018 10:12 pm
Forum: Modding help
Topic: mod sprites
Replies: 2
Views: 932

Re: mod sprites

that program is awesome.

thank you
by Iccor56
Fri Aug 03, 2018 2:02 am
Forum: Modding help
Topic: mod sprites
Replies: 2
Views: 932

mod sprites

so i am trying to rebuild an old defunct mod and it's going good so far.

i am trying to get the sprites to work and they show up but they show up as squares with white backgrounds to the objects.
how do i add transparency to the PNG??
by Iccor56
Thu Aug 02, 2018 1:18 am
Forum: Modding help
Topic: I really need help with my mod
Replies: 16
Views: 4112

Re: I really need help with my mod

any idea where i can find a list of what is in "player", "defines" or "game"? i can find lots of class info in the api listings but now how it is put into use in game. and i have zero idea how to look at the live situation.
by Iccor56
Sat Jun 09, 2018 1:22 am
Forum: Ideas and Requests For Mods
Topic: tree bounding box
Replies: 4
Views: 1173

Re: tree bounding box

i don't know where the issue is or if it is a bug. i just know things don't line up with squeak through enabled and they do when it is disabled. either it is an engine bug or something missing in the addon.
by Iccor56
Sun Jun 03, 2018 11:01 pm
Forum: Ideas and Requests For Mods
Topic: tree bounding box
Replies: 4
Views: 1173

Re: tree bounding box

squeak through can also leaves tress and other items not marked for destruction when you ghost something onto that area but when a robot goes to create the entity the tree is blocking it so the robot just sits there trying and wasting power.
by Iccor56
Sun Jun 03, 2018 10:36 pm
Forum: Ideas and Suggestions
Topic: More Filters for Stack Filter Inserters
Replies: 4
Views: 4141

Re: More Filters for Stack Filter Inserters

i feel "more efficient" should be decided by the user and the game map. i do not see a valid reason for limiting the filter stack inserter to one if other filter inserters can do more. yes it can only pick up one type of item at a time. but so can the regular filter inserter. stack just pi...
by Iccor56
Tue May 15, 2018 12:12 am
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 2727

Re: ghost entitites on descrution

i'm trying that via onload and it does not seem to work. i seem to be having great difficulty understanding the lua modding environment. any suggestions? local OnLoad=function() --define handler game.player.force.ghost_time_to_live=60*60*60 end script.on_load(OnLoad)--this will execute when the save...
by Iccor56
Sun May 13, 2018 9:58 pm
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 2727

Re: ghost entitites on descrution

it was not researched :(


is there a way or setting or mod based setting that can increase that before research is done?
by Iccor56
Sat May 12, 2018 5:03 pm
Forum: Modding help
Topic: ghost entitites on descrution
Replies: 7
Views: 2727

ghost entitites on descrution

has anyone else noticed destroyed items no longer make ghost entities? i tried validating game files with steam and i also removed all the mods (change the folder name). i even change the config file name so it was rebuilt. i tried a brand new game and i still could not make ghost entity when i dest...

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