Search found 9 matches

by that_1_nerd
Sun Oct 09, 2022 8:12 pm
Forum: Modding help
Topic: Are there any good resources on Pathfinding?
Replies: 2
Views: 789

Re: Are there any good resources on Pathfinding?

Well then... I feel pretty stupid... I have been looking through the API for some time now... and I can't belive that I hadn't seen that call... LOL Thanks!
by that_1_nerd
Sun Oct 09, 2022 6:42 pm
Forum: Modding interface requests
Topic: The ability to "stretch" placing any entity
Replies: 4
Views: 1138

Re: The ability to "stretch" placing any entity

You could make the interface work in this way.
It could accept 3 different values
Default to no spacing: i.g nill
Define maximum distance: i.g integer 5
Or you could pass in a function that executed on title_changed to allow more complex operations and check to be run and defined...
by that_1_nerd
Sun Oct 09, 2022 6:23 pm
Forum: Modding help
Topic: Are there any good resources on Pathfinding?
Replies: 2
Views: 789

Are there any good resources on Pathfinding?

Hi again!

I have been diving into different mods, been building out my own testing mods as I get used to all the prototypes and interfaces I have available to me.
I want to make a mod that is similar to AAI Programable Vehicles. I really like the pathfinding ability and I want to create some type ...
by that_1_nerd
Wed Oct 05, 2022 11:42 pm
Forum: Modding help
Topic: Clientside vs Serverside
Replies: 2
Views: 830

Re: Clientside vs Serverside


Factorio does not support the concept of client and server side mods. You cannot have a mod running only on one client or with different values than the other clients.

You can have per player data stored somewhere like in the global table, but this data will be the same/sync’d across all clients ...
by that_1_nerd
Tue Oct 04, 2022 9:44 pm
Forum: Modding help
Topic: Clientside vs Serverside
Replies: 2
Views: 830

Clientside vs Serverside

So let's say I wanted to create a "client" mod. I don't need it to be synced across the server and I need different configs for different players. I know that changing things locally and not globally can cause desyncs. Is there a way to prevent desyncs and still allow this? Or am I just up the creak ...
by that_1_nerd
Mon Oct 03, 2022 5:24 pm
Forum: Modding help
Topic: IDE integration
Replies: 2
Views: 921

Re: IDE integration

Yo thanks for directing me to it! I had been using Intellij for my development and didn't think about searching in vs code plugins.
by that_1_nerd
Sun Oct 02, 2022 2:13 am
Forum: Modding help
Topic: IDE integration
Replies: 2
Views: 921

IDE integration

Hey yalls,
So As I am starting to dabble my feet into the moding waters, I find myself getting tied up in basic errors. I find that using something like Intelisense or Something of the sort helps a lot. Is there a way to tell VSCode or Intellij how factorio forms its prototypes? Or am I dreaming a ...
by that_1_nerd
Fri Sep 30, 2022 2:04 pm
Forum: Modding help
Topic: Beginner Modder...
Replies: 3
Views: 983

Re: Beginner Modder...

Thanks for all the information! I have been looking at the Tutorial:Inspecting a live mod, it has been very useful. I do wonder though, how does someone make a library for an extension for 3rd party mods? Or is this a pattern that should be avoided and should I just use a really big data-final-fixes ...
by that_1_nerd
Thu Sep 29, 2022 9:43 pm
Forum: Modding help
Topic: Beginner Modder...
Replies: 3
Views: 983

Beginner Modder...

Hey Yall, first time on here. I have gone through the first modding tutorial and have looked at the modding resources pined at the top of this form. As a beginner, I want some more examples of "simple" mods that explore some basic functionalities, common practices, and other features that you feel ...

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