Search found 4 matches

by luan
Sun Jan 03, 2016 11:17 pm
Forum: Mods
Topic: [MOD 0.12.20] Wrench
Replies: 5
Views: 18071

Re: [MOD 0.12.20] Wrench

That is an interesting request. As I said the in PR, the problem is to know which entity was clicked. So I did this: first, ignored a few useless things in the map (decorative and corpses, though I'm not sure yet if that is wise). After that, I check the amount and if more than one is found, I trigg...
by luan
Wed Dec 30, 2015 12:31 am
Forum: Modding help
Topic: LUA code to transform pollution in energy.
Replies: 11
Views: 23422

Re: LUA code to transform pollution in energy.

You could take a look into this mod: https://forums.factorio.com/forum/viewtopic.php?t=7548 But from what I could find it basically registered a negative pollution emission (pretty clever hu): energy_source = { type = "electric", usage_priority = "secondary-input", emissions = -0...
by luan
Sun Dec 27, 2015 2:57 am
Forum: Mods
Topic: [MOD 0.12.20] Wrench
Replies: 5
Views: 18071

[MOD 0.12.20] Wrench

Description The Wrench mod is a simple mod that tries to cover a very specific and useful hole in the Lua API: the inexistence of a entity clicked event. Such an event would allow you to open a totally custom GUI, and make very unique machines (or anything, actually). With this mod, it exists -- wi...
by luan
Sat Dec 26, 2015 12:53 pm
Forum: Implemented mod requests
Topic: [Request] onentityclick event
Replies: 4
Views: 9671

Re: [Request] onentityclick event

Is there a way, as for now, to do this? This seems to be really useful. I want to make a new type o "crafting", not based on any other. So I was going to try do it by hand removing items from player inv and giving the new item. One very quirky workaround I learned with turret-range mod, is...

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