I would like to make artillery turrets able to target units. Or some way to make an ammo-turret that looks like the artillery turret, one uses RotatedSprite and the other RotatedAnimation, and I can't figure out how to untangle that.
Okay, I was able to make an ammo-turret that looks like the ...
Search found 14 matches
- Sun Jul 14, 2024 11:36 pm
- Forum: Modding interface requests
- Topic: Target masks for active-defense-equipment, artillery turret and spidertron
- Replies: 6
- Views: 3139
- Sun Jul 07, 2024 8:23 pm
- Forum: Modding help
- Topic: Removing the Green ammo durability bar
- Replies: 3
- Views: 563
Re: Removing the Green ammo durability bar
Alright, I wrote a bunch more code (that I'm quite proud of) and everything seems to work perfectly. Although I imagine there are others who would still love a simple solution to this.
- Sun Jul 07, 2024 2:51 pm
- Forum: Modding help
- Topic: Removing the Green ammo durability bar
- Replies: 3
- Views: 563
Re: Removing the Green ammo durability bar
Next, I tried setting infinite = true, so the bars go away. Obviously, in order for science to work properly, I'd have to use control.lua to deplete the items from labs if the labs are working.
Edit: Got it "working", but now the problem is, it depletes an item every second even if that item hasn't ...
Edit: Got it "working", but now the problem is, it depletes an item every second even if that item hasn't ...
- Sun Jul 07, 2024 1:35 pm
- Forum: Modding help
- Topic: Removing the Green ammo durability bar
- Replies: 3
- Views: 563
Re: Removing the Green ammo durability bar
Some things I've tried, but I haven't been able to get rid of those green bars even when I am able to delete literally the rest of the user interface:
[*]delete all the pixel data from gui.png and gui-new.png
[*]loop through every table in data.raw["gui-style"]["default"] and do things like color ...
[*]delete all the pixel data from gui.png and gui-new.png
[*]loop through every table in data.raw["gui-style"]["default"] and do things like color ...
- Sun Jul 07, 2024 2:28 am
- Forum: Modding help
- Topic: Removing the Green ammo durability bar
- Replies: 3
- Views: 563
Removing the Green ammo durability bar
I'm changing all the data.raw.item to data.raw.tool so I can use them as science packs.
Any ideas on how to remove the green bar?
Thank you!

Any ideas on how to remove the green bar?
Thank you!

- Fri Jul 15, 2022 9:41 pm
- Forum: Modding interface requests
- Topic: Character corpse arbitrary color support
- Replies: 5
- Views: 2130
Re: Character corpse arbitrary color support
Okay, so I figured how to do this pretty easily.
https://drive.google.com/uc?export=view&id=1ygfOzole4A4Hny_ZlcCZV2JPY77GdxPx
The default spidertron corpse already keeps the color it had before it died.
So, in corpse.lua , change pictures to
picture = {
filename = "__core__/graphics/empty.png ...
https://drive.google.com/uc?export=view&id=1ygfOzole4A4Hny_ZlcCZV2JPY77GdxPx
The default spidertron corpse already keeps the color it had before it died.
So, in corpse.lua , change pictures to
picture = {
filename = "__core__/graphics/empty.png ...
- Fri Jul 15, 2022 7:56 pm
- Forum: Modding interface requests
- Topic: Character corpse arbitrary color support
- Replies: 5
- Views: 2130
Re: Character corpse arbitrary color support
Bump. I still want this functionality for spider-vehicle corpses.
- Sun Mar 13, 2022 10:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod that makes player inventory more believable?
- Replies: 0
- Views: 984
Mod that makes player inventory more believable?
I'm looking for a bit more realism in Factorio. I like to think of it more as a simulation and immersive experience, rather than suspending my disbelieve and just "playing it as a game".
And the most unrealistic thing to me is the player inventory and my ability to carry around thousands of entire ...
And the most unrealistic thing to me is the player inventory and my ability to carry around thousands of entire ...
- Tue Aug 25, 2020 1:58 am
- Forum: Modding help
- Topic: SOLVED! Make spaceship wreck deconstructable!
- Replies: 3
- Views: 1348
Re: SOLVED! Make spaceship wreck deconstructable!
This has been a long and difficult process for me, and I've posted some misinformation in the original post a couple times. I believe at this point it's actually accurate. Sorry if anyone saw the version where I didn't realize the wreckage needed to be on the player force.
Good luck, modders!
Good luck, modders!
- Mon Aug 24, 2020 10:09 pm
- Forum: Not a bug
- Topic: You forgot to run the functions to create crash wreck items.
- Replies: 1
- Views: 645
You forgot to run the functions to create crash wreck items.
Original post: https://forums.factorio.com/viewtopic.php?f=25&t=88500
The functions to create wreck items are in
prototypes/item/demo-crash-site-item.lua
local big_wreck_item = function(n)
return
{
type = "item",
name = "crash-site-spaceship-wreck-big-"..n,
icon = "__base__/graphics/icons ...
The functions to create wreck items are in
prototypes/item/demo-crash-site-item.lua
local big_wreck_item = function(n)
return
{
type = "item",
name = "crash-site-spaceship-wreck-big-"..n,
icon = "__base__/graphics/icons ...
- Mon Aug 24, 2020 5:48 pm
- Forum: Modding help
- Topic: SOLVED! Make spaceship wreck deconstructable!
- Replies: 3
- Views: 1348
SOLVED! Make spaceship wreck deconstructable!
TLDR: There is a bug in Factorio: The developers wrote code to create items associated with crash wreckage, but the functions to create these items are never run. Therefore, the entities cannot be marked for deconstruction. To mark wreckage for deconstruction, 1.) add items that can place the ...
- Mon Aug 24, 2020 5:46 pm
- Forum: Modding help
- Topic: Prototype/Shortcut: technology_to_unlock
- Replies: 6
- Views: 1448
Re: Prototype/Shortcut: technology_to_unlock
Thank you for the hint about ctrl-shift-F! I didn't know that.
I'm already using this code, and it only greys out the shortcut, it doesn't hide it.
Code: Select all
/c game.player.set_shortcut_available("insert-custom-shortcut-name", false)
- Mon Aug 24, 2020 3:41 pm
- Forum: Modding help
- Topic: Prototype/Shortcut: technology_to_unlock
- Replies: 6
- Views: 1448
Re: Prototype/Shortcut: technology_to_unlock
Thank you for explaining this to me. I think it's awful, though. The whole point of hiding a shortcut behind a technology is that the shortcut isn't useful until you have that technology. Does anyone know of a control script to reset the player's "already unlocked" shortcuts?
- Mon Aug 24, 2020 2:09 pm
- Forum: Modding help
- Topic: Prototype/Shortcut: technology_to_unlock
- Replies: 6
- Views: 1448
Prototype/Shortcut: technology_to_unlock
Hello/
According to https://wiki.factorio.com/Prototype/Shortcut#technology_to_unlock , it should be possible to hide a shortcut button behind a research. However, this doesn't seem to be working for me. In a new freeplay game (modded), I have all shortcut buttons available, despite giving them all ...
According to https://wiki.factorio.com/Prototype/Shortcut#technology_to_unlock , it should be possible to hide a shortcut button behind a research. However, this doesn't seem to be working for me. In a new freeplay game (modded), I have all shortcut buttons available, despite giving them all ...