Search found 46 matches
- Tue Apr 19, 2016 9:25 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Two things: 1. Deleting control.lua doesn't affect mod entities - removing the mod will remove it's entities from game. 2. control.lua is a predefined name - engine looks for it in same way as for data.lua, data-updates.lua and data-final-fixes.lua. Those files can require an other files but they a...
- Tue Apr 19, 2016 7:17 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
What a shame, I hoped there would be a option to get only the new stuff without the vanilla changes. Basically if you delete control.lua from any mod, it removes changes to the original game. Usually it won't bug the game and you can still play normally, but the entities from the mod using control....
- Tue Apr 19, 2016 4:03 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
hmm, does this mod touches anything of the vanilla stuff? Since it is placed on Gameplay /Vanilla+ category instead of new entities or where else it could be fitting. The planned features of this mod will eventually be focused on modifying vanilla aspects, and would break your save if you removed t...
- Tue Apr 19, 2016 2:02 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
if you do wind up adding new power generation types, I'd not do wind as there is already a mod that adds it in. Loving the mod btw. I still insist to add wind since I might do something differently. And my mod is focused on balance, so wind turbines would be probably really big and loud (attracts a...
- Mon Apr 18, 2016 11:19 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)
YES! I really wish more mods did this, I can't tell you how many mods have items I would love to use but have to many overpowered items making me not want to use them at all. I have taken to just manually disabling the specific items I don't like by removing them from the tech research. (Disabling ...
- Mon Apr 18, 2016 10:48 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)
Yea I was thinking about that... I might do that soon, at the same time as I clean up my code. Don't forget that initially I didn't think that this mod was worth releasing. Though the problem with the way bob releases his mods is that I don't really like a centralised mod structure where there is a ...
- Mon Apr 18, 2016 2:37 pm
- Forum: Modding help
- Topic: Need help with my first mod
- Replies: 17
- Views: 5238
Re: Need help with my first mod
Fixed your code, there was multiple mistakes. Extract this in your mods folder. Though I haven't tested your mod yet. for example data:extend({}) is correct, you wrote data:extend({)}, which is not. And the info.json, all items in the list has to finish with a "," which you forgot multiple...
- Mon Apr 18, 2016 4:55 am
- Forum: Modding help
- Topic: Need help with my first mod
- Replies: 17
- Views: 5238
Re: Need help with my first mod
Oh you can't even find your mod? Are you sure the folder is in /mods and it has a info.json file?
- Mon Apr 18, 2016 4:38 am
- Forum: Modding help
- Topic: Help with removing hidden Entities
- Replies: 6
- Views: 2153
Re: Help with removing hidden Entities
On a broader note, I haven't really seen the dev's weigh in on whether they approve of us doing this sort of thing. Based on the mod API structuring, I would guess that they do not like it or want it. (1) they do not expose or allow multiple prototype inheritance, which is what forces us to use a g...
- Mon Apr 18, 2016 4:29 am
- Forum: Modding help
- Topic: Workaround for a fixed render layer object?
- Replies: 5
- Views: 1832
Re: Workaround for a fixed render layer object?
Nope, that's shift on west-east and north-south directions. [...] I've definitively noticed a change of layering of the sprites when I changed the shift values. When I made the Y shift less than the player, the player walks over the object. When the Y value is very high, it overshadows trees, assem...
- Mon Apr 18, 2016 4:26 am
- Forum: Modding help
- Topic: Need help with my first mod
- Replies: 17
- Views: 5238
Re: Need help with my first mod
I don't have an example right now since I have never done this, but there are many tools available. There's an example to modify the recipes in this thread, and for technologies, you should just need to change data.raw.recipes to data.raw.technology or something like that. https://forums.factorio.co...
- Mon Apr 18, 2016 4:06 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43747
Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)
Wow, those are great ideas! I always thought that I myself had good ideas, but now I see that external input is really necessary and refreshing. I really want to expand on the water-aspect of the game, since there are large chunks of water in the map, and its a shame that it only currently serves as...
- Sun Apr 17, 2016 9:37 pm
- Forum: Modding help
- Topic: Workaround for a fixed render layer object?
- Replies: 5
- Views: 1832
Re: Workaround for a fixed render layer object?
I think that the layers={{shift= {x,y}} changes the layer. If Y is 0, it is on the ground, and if it is positive, it should be under the ground.
- Sun Apr 17, 2016 9:34 pm
- Forum: Modding help
- Topic: 'create_entity' (table expected, got number) error
- Replies: 2
- Views: 1143
Re: 'create_entity' (table expected, got number) error
EDIT: Sorry, I can't read properly, found the problem, it was a small typo in the variables. Thanks for the help.
- Sun Apr 17, 2016 9:16 pm
- Forum: Modding help
- Topic: Help with removing hidden Entities
- Replies: 6
- Views: 2153
Re: Help with removing hidden Entities
I don't have much time but I can give you a hint. Its better to save the hidden entity in a separate table, like for example global.greenhouseentities={} Then when you remove the greenhouse entity, you can lookup that table (using in pairs) and remove the associated hidden entities. Edit: Your metho...
- Sun Apr 17, 2016 9:12 pm
- Forum: Modding help
- Topic: Need help with my first mod
- Replies: 17
- Views: 5238
Re: Need help with my first mod
Are you overwriting some recipes? If you want to do that, its better to use control.lua instead of using data:extend...
- Sun Apr 17, 2016 8:59 pm
- Forum: Modding help
- Topic: 'create_entity' (table expected, got number) error
- Replies: 2
- Views: 1143
'create_entity' (table expected, got number) error
oldentity.name = "test_x1" oldentity.direction = {0,0} local oldname=string.sub(oldentity.name, 1, -2) -- Removes last character local newname=oldname.."2" -- Adds "2" to the end of string local stringname=ToString(newname) -- Tries to convert to string (error occurs w...
- Sun Apr 17, 2016 4:33 pm
- Forum: Modding help
- Topic: Changing sprite of loaded entity
- Replies: 2
- Views: 935
Re: Changing sprite of loaded entity
Then is it possible to change the shift of the sprite?
Is this a feature that could be implemented in the future API?
Is this a feature that could be implemented in the future API?
- Sun Apr 17, 2016 4:29 pm
- Forum: Modding help
- Topic: Check tile under entity?
- Replies: 6
- Views: 1838
Re: Check tile under entity?
Thanks... Though that would be a very "brute force" way... And it could bug easily in multiplayer...
- Sun Apr 17, 2016 4:27 pm
- Forum: Modding help
- Topic: Changing sprite of loaded entity
- Replies: 2
- Views: 935
Changing sprite of loaded entity
Is it possible to change the sprite of an already loaded entity in control.lua? By loaded I mean existing on the map.
I would want to make an amphibious vehicle go a bit "under" the water by changing its sprite. Currently it looks that it is riding above the water.
Thanks
I would want to make an amphibious vehicle go a bit "under" the water by changing its sprite. Currently it looks that it is riding above the water.
Thanks