Search found 46 matches

by bloc97
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...
by bloc97
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....
by bloc97
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...
by bloc97
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...
by bloc97
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 ...
by bloc97
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 ...
by bloc97
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...
by bloc97
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?
by bloc97
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...
by bloc97
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...
by bloc97
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...
by bloc97
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...
by bloc97
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.
by bloc97
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.
by bloc97
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...
by bloc97
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...
by bloc97
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...
by bloc97
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?
by bloc97
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...
by bloc97
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

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