Search found 3688 matches
- Tue Oct 10, 2023 1:40 am
- Forum: Modding help
- Topic: Understand data.raw entity pictures
- Replies: 11
- Views: 581
Re: Understand data.raw entity pictures
Isn't there a common method that's used for blueprints? There's no animations in blueprints for example and a default non-animated graphic is used. Blueprints don't have a complete renderer, they use the surface renderer with minor changes. The C++ surface renderer uses the same process Deadlock de...
- Tue Oct 03, 2023 1:10 am
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 12
- Views: 1358
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Do you have an example that you could link? I'm curious about the size and readability of an icon. Rimworld has very distinct icons, I think looking good on the wiki was part of their design document. https://rimworldwiki.com/wiki/Apparel#Common_combinations Europa Universalis 4 uses icons AND the ...
- Mon Oct 02, 2023 3:41 am
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 12
- Views: 1358
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
It's pretty standard in wikis for other games to use the expansion icon next to expansion features.
- Sat Sep 09, 2023 5:18 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 793
- Views: 91786
Re: Friday Facts #375 - Quality
And if you don't feed them, they go berserk.pichutarius wrote: ↑Sat Sep 09, 2023 12:09 amNow i wan assembly machine to have high mood so they got creativity inspiration.
- Wed Jun 28, 2023 2:23 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1145
Re: Loot Question
Maybe the item-on-ground is generated after on_entity_died triggers?
In that case you would need to add the parameters to a temporary table and run it the next tick.
In that case you would need to add the parameters to a temporary table and run it the next tick.
- Tue Jun 27, 2023 1:59 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1145
Re: Loot Question
Unfortunately there is no event for loot entities spawning on the ground. But we have 3 big hints: event.loot[i].name -- the name of the loot item event.entity.position -- the center of the dead entity event.entity.surface -- the surface the loot is on Using those hints, we can run surface.find_enti...
- Sat Jun 24, 2023 6:10 pm
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1145
Re: Loot Question
Code: Select all
local function On_Death(event)
if event.loot and event.loot.valid then
for i = 1, #event.loot do
if event.loot[i].valid_for_read and event.loot[i].name == "small-alien-artifact" then
-- add to item table
end
end
end
end
- Sat Jun 24, 2023 2:21 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1145
Re: Loot Question
small-alien-artifact is not a vanilla item.
Please describe EXACTLY what a small-alien-artifact is. Preferably with the data.lua entries.
Please describe EXACTLY what a small-alien-artifact is. Preferably with the data.lua entries.
- Fri May 26, 2023 3:27 am
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 788
Re: entity.minable.results = random?
entity.minable.results does not support this.
You could use the control.lua event on_player_mined_entity to do whatever you want when a fish is mined.
You could use the control.lua event on_player_mined_entity to do whatever you want when a fish is mined.
- Mon May 22, 2023 7:21 pm
- Forum: Modding help
- Topic: How to replace entities on tiles in a migration
- Replies: 20
- Views: 1797
Re: How to replace entities on tiles in a migration
You can use migrations.lua, you don't need control.lua.AlmightyCrumpet wrote: ↑Mon May 22, 2023 3:42 pmI'm confused, why would I migrate in the control.lua?
I only want this to run once, when updating to this version, so surely utilizing the migration functionality is ideal?
The reason to use lua is it offers more functionality than json.
- Sun May 21, 2023 9:46 pm
- Forum: Modding help
- Topic: How to replace entities on tiles in a migration
- Replies: 20
- Views: 1797
Re: How to replace entities on tiles in a migration
You can use script.on_configuration_changed to migrate in control.lua. You need to keep your old data.lua entity names so they aren't deleted.
- Sat May 13, 2023 1:57 am
- Forum: Modding help
- Topic: Control tanks/character/cars without player
- Replies: 4
- Views: 495
Re: Control tanks/character/cars without player
This works for characters, including characters in a car/tank. /c character = game.player.character target = game.player.selected script.on_event(defines.events.on_tick, function() if character and character.valid and target and target.valid then character.shooting_state = {state=defines.shooting.sh...
- Sun Apr 30, 2023 2:11 am
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 962
Re: Place entity on the water edge
The game will only read the data.lua fields that match the entity type. You can't add a recipe to an offshore pump. And you can't add water detection to an assembling machine.
- Thu Apr 27, 2023 1:42 am
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 962
Re: Place entity on the water edge
The offshore pump water detection feature is not exposed to modders. What you can do is make two entities. Entity 1 is an offshore pump, entity 2 is an assembling machine. Use the item to place entity 1. Then use control.lua scripting to swap to entity 2 in the on_built_entity and on_robot_built_ent...
- Mon Apr 17, 2023 1:49 am
- Forum: Gameplay Help
- Topic: Circuit chest
- Replies: 3
- Views: 641
Re: Circuit chest
0eNrFVttuozAQ/ZVqnp2qkBAStPsX+7aqkAOTdrRgI2OizUb8+47xtiUpISHbqi9RfJnjM+fMYB9gUzRYGVIWkgNQplUNyc8D1PSkZOHm7L5CSIAsliBAydKNcswoRzPLdLkhJa020AogleNvSIJWXASorcx+zbZUWEYhVaPhPz2MsH0UgMqSJfSMusE+VU254Z1J8ArlOFupbJ+MgErXHKuVY+DwVveRgD0k8fw+4mNyMpj59YVwENboIt3gs9wRx3OQ53ZGjR0Z2/DMWz7djtkPl0KmGydn0BPksZtWyp...
- Thu Mar 16, 2023 1:05 am
- Forum: Modding help
- Topic: Event for entity configuration changes
- Replies: 2
- Views: 445
Re: Event for entity configuration changes
This is the same issue as constant combinators. viewtopic.php?f=25&t=102702
- Mon Mar 06, 2023 1:53 am
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 1592
Re: "Demands"
This is already in the game as the "Supply challenge" scenario.
- Sun Feb 26, 2023 6:21 am
- Forum: Technical Help
- Topic: “factorio” can’t be opened because Apple cannot check it for malicious software.
- Replies: 4
- Views: 855
- Sun Feb 26, 2023 5:04 am
- Forum: Modding help
- Topic: Getting list of all generated chunks
- Replies: 2
- Views: 517
Re: Getting list of all generated chunks
Yes, the iterator can be stored. The stored iterator contains the current chunks, even if they were generated after it was created. It might not catch some newly created chunks, if they are inserted before the current position. When the iterator reaches the end of the list it stops iterating, even i...
- Thu Feb 09, 2023 5:56 am
- Forum: Modding help
- Topic: A spider mod. The equipment is immediately inserted into the grid.
- Replies: 7
- Views: 1064
Re: A spider mod. The equipment is immediately inserted into the grid.
Yes, the grid is always created empty. It is hard to catch items when they are created because there is no event for it. You could watch the player's inventory though. function set_spider_inventory(grid) grid.put{name="battery-mk2-equipment", position={1,1}} end script.on_event(defines.eve...