No clue. If I had one, I could continue with my mod!binbinhfr wrote: So no clue on how to access these consumption data/variables ?
Search found 11 matches
- Tue Apr 19, 2016 6:31 pm
- Forum: Modding help
- Topic: API and electricity ?
- Replies: 9
- Views: 4403
Re: API and electricity ?
- Tue Apr 19, 2016 7:28 am
- Forum: Modding help
- Topic: API and electricity ?
- Replies: 9
- Views: 4403
Re: API and electricity ?
No, energy is not useful for anything besides boilers and accumulators. And perhaps batteries and other equipment that have an energy pool, but definitely not energy consumption.
- Mon Apr 18, 2016 10:19 am
- Forum: Modding interface requests
- Topic: Entity activity, electricity, and production
- Replies: 2
- Views: 1355
Entity activity, electricity, and production
Over in this thread , a few things came up. At least two of us are interested in a few of the following items:
Read the effective consumption of an entity? For example, to check if an electric consumer is under-electrified (status of the green electric bar on the entity), i.e. consumes less than ...
Read the effective consumption of an entity? For example, to check if an electric consumer is under-electrified (status of the green electric bar on the entity), i.e. consumes less than ...
- Mon Apr 18, 2016 9:00 am
- Forum: Modding help
- Topic: API and electricity ?
- Replies: 9
- Views: 4403
Re: API and electricity ?
Hi,
what are the possibility to get electric network info from the API ? and to tweak them ?
There is the energy variable on the LuaEntity (mainly for accumulators?), and also the consumption_modifier.
But I did not find any other variables... Is there any ?
Is there a way to
- read the effective ...
what are the possibility to get electric network info from the API ? and to tweak them ?
There is the energy variable on the LuaEntity (mainly for accumulators?), and also the consumption_modifier.
But I did not find any other variables... Is there any ?
Is there a way to
- read the effective ...
- Fri Apr 15, 2016 7:18 pm
- Forum: Modding help
- Topic: drawing on the map/minimap
- Replies: 0
- Views: 770
drawing on the map/minimap
I'm hoping to introduce one or two more pollution types, and it would be nice to draw them on the (mini)map. I know people are doing some interesting GUI things, but I can't find much information to reference.
Do you guys have any idea of how to approach this? If drawing a shaded box for every ...
Do you guys have any idea of how to approach this? If drawing a shaded box for every ...
- Thu Apr 14, 2016 7:29 pm
- Forum: Modding help
- Topic: Modding without changing base files?
- Replies: 7
- Views: 3638
Re: Modding without changing base files?
First of all, thank you so much!
Seems like most of my problem was about the path names. Now I know about the hierarchy.
Also, I was in the right track about adding the .lua file to the mod folder (tried that a few times) and 'require' it, but I was doing it wrong :P
Now my problem is, since I ...
Seems like most of my problem was about the path names. Now I know about the hierarchy.
Also, I was in the right track about adding the .lua file to the mod folder (tried that a few times) and 'require' it, but I was doing it wrong :P
Now my problem is, since I ...
- Tue Apr 12, 2016 9:20 am
- Forum: Ideas and Requests For Mods
- Topic: Line Wars
- Replies: 12
- Views: 5213
Re: Line Wars
Well well well, look here.
- Tue Apr 12, 2016 7:27 am
- Forum: Ideas and Requests For Mods
- Topic: Line Wars
- Replies: 12
- Views: 5213
Re: Line Wars
Noken, after a bit of reading and thinking, I've determined that Line Wars is much more difficult programmatically than my envisioned Colonisation Drone mod. So I will pursue my own project at least while I learn the ropes, so to speak.
If you want to collaborate on a mod, how about you draw up ...
If you want to collaborate on a mod, how about you draw up ...
- Mon Apr 11, 2016 5:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Conversion mod: play a terraforming robot
- Replies: 2
- Views: 1727
Re: Is it possible to change victory/failure conditions?
After a bit more reading, I figured out some answers to my own questions:
game.set_game_state{gamefinished = true, playerwon = true} will let me code in new win or lose conditions. So that's the main requirement all squared away.
Since I still haven't come across any information about modding ...
game.set_game_state{gamefinished = true, playerwon = true} will let me code in new win or lose conditions. So that's the main requirement all squared away.
Since I still haven't come across any information about modding ...
- Mon Apr 11, 2016 5:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Line Wars
- Replies: 12
- Views: 5213
Re: Line Wars
I'm no fan of the late game fighting, it just feels grindy and repetitive.
So I really like the idea of automated battling, and may very well decide to take this further if my own idea gains no traction.
It would be my first mod for Factorio, so I have no real clue as to how difficult this would ...
So I really like the idea of automated battling, and may very well decide to take this further if my own idea gains no traction.
It would be my first mod for Factorio, so I have no real clue as to how difficult this would ...
- Mon Apr 11, 2016 12:30 pm
- Forum: Ideas and Requests For Mods
- Topic: Conversion mod: play a terraforming robot
- Replies: 2
- Views: 1727
Conversion mod: play a terraforming robot
I've only read a couple of guides about modding, but I haven't been able to figure out of my mod idea is possible. I'm a programmer and can probably figure this out eventually, but I figured I would ask the community about feasibility before jumping in head-first, so to speak.
What I would like is ...
What I would like is ...