Search found 528 matches
- Wed Sep 26, 2018 10:27 pm
- Forum: Modding help
- Topic: [0.16.51] Some vanilla sprite images are 'Unknown'
- Replies: 9
- Views: 4072
Re: [0.16.51] Some vanilla sprite images are 'Unknown'
Maybe I'm just putting too much of my time debugging your code, reporting bugs and making suggestions.
- Wed Sep 26, 2018 10:25 pm
- Forum: Modding help
- Topic: [0.16.51] Some vanilla sprite images are 'Unknown'
- Replies: 9
- Views: 4072
Re: [0.16.51] Some vanilla sprite images are 'Unknown'
It's in the same location as files that are called with technology/
Factorio/data/base/graphics/technology/
as such on can expect it works the same.
Factorio/data/base/graphics/technology/
as such on can expect it works the same.
- Wed Sep 26, 2018 10:15 pm
- Forum: Modding help
- Topic: [0.16.51] Some vanilla sprite images are 'Unknown'
- Replies: 9
- Views: 4072
Re: [0.16.51] Some vanilla sprite images are 'Unknown'
Moved to modding help. Please stop abusing the bug report subforum to get fast modding help. Moved to modding help. It's a bug because it won't call it. There I've tested 20+ images, with - and _ from achievements , technology etc. They work. character-logistic-slots, character-auto-logistic-trash-...
- Wed Sep 26, 2018 9:59 pm
- Forum: Modding help
- Topic: [0.16.51] Some vanilla sprite images are 'Unknown'
- Replies: 9
- Views: 4072
[0.16.51] Some vanilla sprite images are 'Unknown'
You can call this: player.gui.top["auto-trash-toggle-button"].sprite = "utility/trash_bin" player.gui.top["auto-trash-toggle-button"].sprite = "technology/rocket-silo" But not this: player.gui.top["auto-trash-toggle-button"].sprite = "technology...
- Wed Sep 26, 2018 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.16.51] market not showing price or amount
- Replies: 1
- Views: 3118
[Bilka] [0.16.51] market not showing price or amount
type=give-item: land mine shows the : name, description, price, extra Screenshot from 2018-09-26 09-57-07.png type=nothing: shows only the effect_description. Same for eg. type=worker-robot-speed or type=worker-robot-storage Edit: also missing descriptions: Unknown key: "modifier-description.ch...
- Tue Sep 25, 2018 12:37 pm
- Forum: Modding help
- Topic: 0.16.51 itemStack is valid but not always ..
- Replies: 2
- Views: 1620
- Tue Sep 25, 2018 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Scroll up in chat
- Replies: 25
- Views: 17214
Scrollable console history
When you press ~ the console opens.
but you can not scroll through the history.
If you don't want unlimited history you could make it a settings.
- hard limit
- player limit
- server limit
eg. scrollback limit: 250
but you can not scroll through the history.
If you don't want unlimited history you could make it a settings.
- hard limit
- player limit
- server limit
eg. scrollback limit: 250
- Tue Sep 25, 2018 12:01 pm
- Forum: Modding help
- Topic: 0.16.51 itemStack is valid but not always ..
- Replies: 2
- Views: 1620
0.16.51 itemStack is valid but not always ..
Construction robots: local itemStack = robot.get_inventory(defines.inventory.robot_cargo)[1] if itemStack and itemStack.valid then if not player.can_insert(itemStack) then player.print("full") fish_market_temp_increase_inventory_bonus(player) end player.insert(itemStack) end If I let the c...
- Tue Sep 25, 2018 11:26 am
- Forum: Modding help
- Topic: 0.16.51 == get_factorio_version()
- Replies: 1
- Views: 1267
0.16.51 == get_factorio_version()
How do I get the version?
Thank you
Code: Select all
game.version :: string
- Tue Sep 25, 2018 11:15 am
- Forum: Modding help
- Topic: personal roboport construction_radius
- Replies: 1
- Views: 1507
Re: personal roboport construction_radius
found it:
Code: Select all
game.equipment_prototypes[equipment.name].logistic_parameters.construction_radius
- Tue Sep 25, 2018 10:20 am
- Forum: Implemented mod requests
- Topic: LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
- Replies: 4
- Views: 2144
Re: LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
I've added added LuaLogisticNetwork::robots, construction_robots, and logistic_robots read for 0.17. Thank you How do you know to whom the network belongs to ? network.cells[1].owner.name == "player" or network.cells[1].owner.name == "roboport" and not network.cells[1].owner.nam...
- Tue Sep 25, 2018 10:16 am
- Forum: Modding help
- Topic: personal roboport construction_radius
- Replies: 1
- Views: 1507
personal roboport construction_radius
I need the construction_radius for a player's personal roboports. prototypes/equipment/equipment.lua name = "personal-roboport-equipment", construction_radius = 15, name = "personal-roboport-mk2-equipment", construction_radius = 20, With these number you can calculate it yourself...
- Mon Sep 24, 2018 3:31 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
- Replies: 4
- Views: 2144
Re: LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
or LuaLogisticNetwork.active_robots :: array of LuaEntity or LuaLogisticNetwork.robots :: array of LuaEntity and LuaEntity.robot_status :: string (inventory, charging, to_construction, to_repair, to_chest, to_player, ..) - The location/direction/status of the robot if LuaEntity.robot_status ~= "...
- Mon Sep 24, 2018 8:56 am
- Forum: Implemented mod requests
- Topic: LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
- Replies: 4
- Views: 2144
LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
LuaPlayer.logistic_network :: LuaLogisticNetwork [R] The personal logistic network of the player.
LuaLogisticNetwork.active_construction_robots :: array of LuaEntity [R] All entities that have active construction robots (type = construction-robot) in this network.
LuaLogisticNetwork.active_construction_robots :: array of LuaEntity [R] All entities that have active construction robots (type = construction-robot) in this network.
- Mon Sep 24, 2018 12:26 am
- Forum: Modding help
- Topic: player.getPersonalConstructionRobots
- Replies: 0
- Views: 996
player.getPersonalConstructionRobots
Is there a way to find a player's personal construction robots. eg. Before I remove a player's personal roboports. I'd like to collect(put in inventory) the personal construction robots that are flying. A table of the robots and the stack it is holding/nil. Thank you local function remove_robots(pla...
- Sun Sep 23, 2018 8:45 pm
- Forum: Maps and Scenarios
- Topic: [0.16] 1337
- Replies: 3
- Views: 6634
- Sun Sep 23, 2018 8:44 pm
- Forum: Maps and Scenarios
- Topic: [0.16] 1337
- Replies: 3
- Views: 6634
- Sun Sep 23, 2018 8:24 pm
- Forum: Maps and Scenarios
- Topic: [0.16] 1337
- Replies: 3
- Views: 6634
[0.16] 1337
download Custom command: /slap <player> - Slap a player. /slay <player> - Slay a player. (admin only) /logistics <endgame,> - Sets logistics requests slots. /zoom <1,100> - Sets the player's zoom-level. /acquire - Get all your requests in your inventory. (admin only) /bonus Fish market: magic chest...
- Sun Sep 23, 2018 9:18 am
- Forum: Modding help
- Topic: [0.16.51] get_blueprint_entities() Splitters
- Replies: 3
- Views: 1818
Re: [0.16.51] get_blueprint_entities() Splitters
e.type is also nil (at least for splitters.)
error:
attempt to concatenate field 'type' (a nil value)
error:
attempt to concatenate field 'type' (a nil value)
- Sun Sep 23, 2018 9:07 am
- Forum: Modding help
- Topic: [0.16.51] get_blueprint_entities() Splitters
- Replies: 3
- Views: 1818
[0.16.51] get_blueprint_entities() Splitters
when cursor.get_blueprint_entities()
You can't run splitter specific methods
e.splitter_filter.name
e.splitter_input_priority
e.splitter_output_priority
error:
attempt to index field 'splitter_filter' (a nil value)
You can't run splitter specific methods
e.splitter_filter.name
e.splitter_input_priority
e.splitter_output_priority
error:
attempt to index field 'splitter_filter' (a nil value)