Hi
I am looking for an effect for sprite.
Is there any way to load an orange effect?
Or do you know the file location or code of the orange effect?
Search found 123 matches
- Mon Jan 16, 2017 12:22 pm
- Forum: Modding help
- Topic: Cooldown Effect
- Replies: 2
- Views: 1162
- Sat Dec 31, 2016 6:19 am
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 19604
Re: [MOD 0.12.21] Automatic Item Collector
f.14
Caution.
1. Only roboport built after mod is installed will be recognized.
2. If construction_radius > 100 -> fix 100
3. It requires develop [Automated construction] technology to be active.
4. Only action Shift+Z
Caution.
1. Only roboport built after mod is installed will be recognized.
2. If construction_radius > 100 -> fix 100
3. It requires develop [Automated construction] technology to be active.
4. Only action Shift+Z
- Thu Dec 29, 2016 4:16 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
Perhaps the next version? Or another mod.
gif_10fps
gif_33fps
- It only fire capsule yet. - Mon Dec 26, 2016 7:06 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
http://i88.fastpic.ru/big/2016/1225/87/01cf313cddabb86b7672dcba82ef4a87.jpg You latest version 0.0.26 became conflict with Mod PredictabowlEnemies https://mods.factorio.com/mods/Predictabowl/PredictabowlEnemies I'll give you a revised version soon. :) Hey, just wanted to know is there a way to chan...
- Fri Dec 23, 2016 6:52 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
Good day! I've experienced an issue with this mod in multiplayer. Specifically with Howitzer range upgrade. What happened was: - I loaded the save game as host. - The mod posts a message that Howitzer range was been set to 200 (default). - A client attempts to join and the game desyncs. Unresearchi...
- Mon Dec 19, 2016 2:43 pm
- Forum: Modding help
- Topic: How do I import my personal roboport area?
- Replies: 2
- Views: 1116
Re: How do I import my personal roboport area?
Oh! Thank you!! I missed [players.character]Nexela wrote:Equipping a personal roboport attaches a logistic_cell to your character http://lua-api.factorio.com/latest/LuaLogisticCell.html
This is what I was looking for.
- Mon Dec 19, 2016 9:45 am
- Forum: Modding help
- Topic: How do I import my personal roboport area?
- Replies: 2
- Views: 1116
How do I import my personal roboport area?
I would like to call the construction area of the robotic ports on the device or player. eq.png I made a code to load the equipment of the player armor. /c local p = game.player local equipments = p.get_inventory(defines.inventory.player_armor)[1].grid.equipment local range = 0 if equipments then fo...
- Mon Dec 19, 2016 9:32 am
- Forum: Modding help
- Topic: Rotate an image in a sprite
- Replies: 8
- Views: 2666
Re: Rotate an image in a sprite
Oh! Thank you for posts
I decided to make eight arrows.
I did not understand the diagonal and curves of the rails...(+Curved rails make eight in two sets.)
I decided to make eight arrows.
I did not understand the diagonal and curves of the rails...(+Curved rails make eight in two sets.)
- Tue Dec 13, 2016 12:23 pm
- Forum: Modding help
- Topic: Rotate an image in a sprite
- Replies: 8
- Views: 2666
Rotate an image in a sprite
Hi~
I want to create a mode that gives direction.(ore compass)
I'm going to draw an arrow on the gui and the ground.
Do sprite have a command to rotate the image at a free angle? or need to register images in all directions?
I want to create a mode that gives direction.(ore compass)
I'm going to draw an arrow on the gui and the ground.
Do sprite have a command to rotate the image at a free angle? or need to register images in all directions?
- Sat Dec 03, 2016 8:23 am
- Forum: Modding help
- Topic: gui - radio button and sprite button
- Replies: 8
- Views: 2987
Re: gui - radio button and sprite button
The sprite in a sprite button does not cause the button to expand. Try adding style="my-button-style" to your button and define the style: data.raw["gui-style"]["default"]["my-button-style"] = { type = "button_style", parent = "button_style&quo...
- Fri Dec 02, 2016 3:16 pm
- Forum: Modding help
- Topic: gui - radio button and sprite button
- Replies: 8
- Views: 2987
Re: gui - radio button
A new problem has come to me. sb.png frame.add{type = "sprite-button", name = string.sub(frame.name, 1, 15)..ammo_name[1], sprite = "item/"..ammo_name[1]} s.png frame.add{type = "sprite", name = string.sub(frame.name, 1, 15)..ammo_name[1], sprite = "item/"..am...
- Fri Dec 02, 2016 3:05 pm
- Forum: Modding help
- Topic: gui - radio button and sprite button
- Replies: 8
- Views: 2987
Re: gui - radio button
You could make a suggestion for adding a group tag for radiobuttons. Every item with the same group name can only have one of the group selected and disables all other items of the group automatically. Greetings steinio Oh! That's what I was looking for! Can you explain a bit more about [adding a g...
- Fri Dec 02, 2016 1:55 pm
- Forum: Modding help
- Topic: gui - radio button and sprite button
- Replies: 8
- Views: 2987
Re: gui - radio button
prg wrote:...
Klonan wrote:...
Thanks for letting me know!
- Fri Dec 02, 2016 10:14 am
- Forum: Modding help
- Topic: gui - radio button and sprite button
- Replies: 8
- Views: 2987
gui - radio button and sprite button
Hi~ I make gui - radio buttons radio.png and code frame = player.gui.left.add{type="frame", name="at_request_button"} frame_table = frame.add{type="table", name="at_request_button", colspan = 1} frame_table.add{type = "radiobutton", name = "at_r...
- Thu Dec 01, 2016 3:46 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Automatic Item Collector
- Replies: 18
- Views: 19604
Re: [MOD 0.12.21] Automatic Item Collector
f.14 Caution. 1. Only roboport built after mod is installed will be recognized. 2. Need to develop [Automated construction] technology. 3. This was not done the dirty test. 4. The larger the map, the greater the number of Roboports, the lower the frame. 5. Add on/off button 6. When start the game, i...
- Thu Dec 01, 2016 10:02 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
doktorstick wrote:Typos.
"Ston wall mk2"
"Ston wall mk3"
Oh! I got it! Thank you
- Thu Nov 24, 2016 10:57 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
also, on the more productive site, could you fulfill my biggest wish and add support for macromanaged turrets to this mod? i'll add the link here, integration and stuff is all listed there^^ would be an awesome addition, since it'll be way easier to automate everything :) I also would love to see n...
- Thu Nov 24, 2016 10:33 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
... ... How about use data-final-fixes.lua to loop through data.raw["capsule"] and add support to them automatically? :) Edit: hm... I just checked your code (so I know you haven't used data-final-fixes.lua), and found that your capsule tower is a little bit over complicated.... :shock: I...
- Thu Nov 24, 2016 6:51 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
Hi there! I've just downloaded this mod and when attempting to load a pre-existing save I got an error with the migrations script 0.0.16. Looking forward to trying the mod out! Cheers, Pedro Thank you for your bug report. And sorry. It is my insult. The migration is being modified. I'm sorry for th...
- Thu Nov 24, 2016 6:45 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 67845
Re: [MOD 0.14.x] Additional-turret
Its it possible to implement modded capsules in the Capsule flower? That would be quite useful. Of course it is possible. mod.zip -> libs -> list_ammo.lua ammo_list = { capsules = { --vanilla --{item name, projectile name} {"grenade", "grenade"}, {"cluster-grenade", &q...