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: 4625
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: 4625
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: 4625
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 ...
- Wed Sep 26, 2018 9:59 pm
- Forum: Modding help
- Topic: [0.16.51] Some vanilla sprite images are 'Unknown'
- Replies: 9
- Views: 4625
[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/character-auto-logistic-trash-slots ...
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/character-auto-logistic-trash-slots ...
- 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: 3437
[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 ...
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 ...
- Tue Sep 25, 2018 12:37 pm
- Forum: Modding help
- Topic: 0.16.51 itemStack is valid but not always ..
- Replies: 2
- Views: 1867
- Tue Sep 25, 2018 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Scroll up in chat
- Replies: 25
- Views: 20196
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: 1867
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 ...
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 ...
- Tue Sep 25, 2018 11:26 am
- Forum: Modding help
- Topic: 0.16.51 == get_factorio_version()
- Replies: 1
- Views: 1428
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: 1728
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: 2516
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.name ...
- Tue Sep 25, 2018 10:16 am
- Forum: Modding help
- Topic: personal roboport construction_radius
- Replies: 1
- Views: 1728
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.
BUT I can't ...
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.
BUT I can't ...
- Mon Sep 24, 2018 3:31 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer.logistic_network and LuaLogisticNetwork.active_construction_robots
- Replies: 4
- Views: 2516
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 ...
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: 2516
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: 1177
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 ...
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 ...
- Sun Sep 23, 2018 8:45 pm
- Forum: Maps and Scenarios
- Topic: [0.16] 1337
- Replies: 3
- Views: 7206
- Sun Sep 23, 2018 8:44 pm
- Forum: Maps and Scenarios
- Topic: [0.16] 1337
- Replies: 3
- Views: 7206
- Sun Sep 23, 2018 8:24 pm
- Forum: Maps and Scenarios
- Topic: [0.16] 1337
- Replies: 3
- Views: 7206
[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 ...
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 ...
- Sun Sep 23, 2018 9:18 am
- Forum: Modding help
- Topic: [0.16.51] get_blueprint_entities() Splitters
- Replies: 3
- Views: 2124
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: 2124
[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)