Search found 31 matches
- Tue Oct 05, 2021 9:07 am
- Forum: Modding help
- Topic: how does "on_console_command" work?
- Replies: 4
- Views: 1856
Re: how does "on_console_command" work?
thanks that fixes my problem now the mod works as I had desired and of course thank you boskid for directing me in the right direction.
- Mon Oct 04, 2021 5:29 pm
- Forum: Modding help
- Topic: how does "on_console_command" work?
- Replies: 4
- Views: 1856
Re: how does "on_console_command" work?
can you give me an example how defines.events.on_research_finished would work because the last time i tinker with this kind of event my ups and fps where dropping like steel balls.
i have tested this function but it gave me an error at the moment i finished engine research. something like attempted ...
i have tested this function but it gave me an error at the moment i finished engine research. something like attempted ...
- Mon Oct 04, 2021 10:25 am
- Forum: Modding help
- Topic: how does "on_console_command" work?
- Replies: 4
- Views: 1856
how does "on_console_command" work?
hi i´m looking for an example because my mod does not load correctly on scenario start up and i have no interest in using a cheat command like /c research all.
my idea where like
on_console_command check /turbine
if technology x and x are researched then enable this technology
if possible, but ...
my idea where like
on_console_command check /turbine
if technology x and x are researched then enable this technology
if possible, but ...
- Sat Feb 01, 2020 2:09 pm
- Forum: Modding help
- Topic: need help to fix wind turbine, 90% is done.
- Replies: 12
- Views: 4628
Re: need help to fix wind turbine, 90% is done.
thanks for the advice, i looked at a similar mod and found a suitable solution.
- Tue Jan 21, 2020 11:14 pm
- Forum: Modding help
- Topic: need help to fix wind turbine, 90% is done.
- Replies: 12
- Views: 4628
Re: need help to fix wind turbine again.
hi once again i need your help, unfortunately the mod doesn't work with the latest version. the wind turbine accepts steam but unfortunately it doesn't produce any. the previous code made this possible. now i don't know how to change the code to generate steam in the turbine again.
this is the new ...
this is the new ...
- Thu Aug 09, 2018 4:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1523446
Re: Bugs & FAQ
mKay
- Tue Aug 07, 2018 8:41 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1523446
Re: Bugs & FAQ
hi archangel can i make a lite version of your smelting mod, i would also like to use some of your graphics?
the mod has no depency its like vanilla.
the mod has no depency its like vanilla.
- Fri Feb 23, 2018 3:22 am
- Forum: Modding help
- Topic: Custom Scenario Errors: Please Help!
- Replies: 6
- Views: 2994
Re: Custom Scenario Errors: Please Help!
this Data/Roaming/Factorio/temp/currently-playing/ can be found when you play the game and it not crashing to desktop but its not important because your scenario is faulty.
- Thu Feb 15, 2018 5:43 pm
- Forum: Modding help
- Topic: how turrets auto shoot at aliens?
- Replies: 2
- Views: 1437
Re: how turrets auto shoot at aliens?
then I guess I'll just have to wait until I can access it.
thx bobingabout for the info
thx bobingabout for the info
- Tue Feb 13, 2018 10:41 pm
- Forum: Modding help
- Topic: how turrets auto shoot at aliens?
- Replies: 2
- Views: 1437
how turrets auto shoot at aliens?
hi i'm looking for the gun turret logic that causes the thing to shoot.
i can't find it anywhere, i want to add it to my mod so that it shoots even on opponents if they are in range.
i dont want use aai mods because i find it to complex to understand.
can any one explain me how it works?
i can't find it anywhere, i want to add it to my mod so that it shoots even on opponents if they are in range.
i dont want use aai mods because i find it to complex to understand.
can any one explain me how it works?
- Mon Jan 15, 2018 11:05 am
- Forum: Pending
- Topic: [0.16.16] Crash: "Error Rail.cpp:356: Removal of trains over rail unsucessful."
- Replies: 9
- Views: 3778
Re: V16.16 Random Crash Log 15Jan2018
no audio drivers on system or is it disabled?
0.113 DirectSoundCreate8 failed
0.113 No audio driver can be used. (error code: 1)
0.113 Warning Display.cpp:50: Installing audio failed retrying...
0.613 DirectSoundCreate8 failed
0.613 No audio driver can be used. (error code: 1)
0.613 ...
0.113 DirectSoundCreate8 failed
0.113 No audio driver can be used. (error code: 1)
0.113 Warning Display.cpp:50: Installing audio failed retrying...
0.613 DirectSoundCreate8 failed
0.613 No audio driver can be used. (error code: 1)
0.613 ...
- Mon Jan 15, 2018 10:51 am
- Forum: Pending
- Topic: [0.16.16] Crash: "Error Rail.cpp:356: Removal of trains over rail unsucessful."
- Replies: 9
- Views: 3778
Re: V16.16 Random Crash Log 15Jan2018
you know the key M is for map, have you try an other key?
- Sun Jan 14, 2018 3:21 pm
- Forum: Modding help
- Topic: need a simple button on the top left corner/edge
- Replies: 12
- Views: 3907
Re: need a simple button on the top left corner/edge
Has something changed that I can't use it like this anymore?
Code: Select all
data.raw["gui-style"].default["test-button"]
- Tue Jan 09, 2018 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] Crash at trying to make compatible 0.15mod to 0.16
- Replies: 2
- Views: 2999
Re: [0.16.15] Crash at trying to make compatible 0.15mod to 0.16
for saving ups you can use my mod its not complet but it does 50% what UPS-up make
https://mods.factorio.com/mods/unfunf22/ups-up-lite
https://mods.factorio.com/mods/unfunf22/ups-up-lite
- Tue Jan 09, 2018 11:12 pm
- Forum: Modding help
- Topic: need a simple button on the top left corner/edge
- Replies: 12
- Views: 3907
Re: need a simple button on the top left corner/edge
when i disable the entitys through your mod, can i use the roboport and/or is it completly gone?darkfrei wrote:This mod https://mods.factorio.com/mods/darkfrei/DisableEntities scans whole map for flying robots. It's fast.
- Mon Jan 08, 2018 5:01 pm
- Forum: Modding help
- Topic: need a simple button on the top left corner/edge
- Replies: 12
- Views: 3907
Re: need a simple button on the top left corner/edge
could this code work?
Code: Select all
for key, surface in pairs(game.surfaces) do
game.surfaces[1].find_entities_filtered{force= "enemy"} do
game.forces["enemy"].kill_all_units()
end
end
- Sun Jan 07, 2018 10:29 pm
- Forum: Mods
- Topic: [WIP](0.16) ups-up-lite
- Replies: 0
- Views: 1216
[WIP](0.16) ups-up-lite
does the same as UPS-up i´ve ported it to version 0.16
my mod https://mods.factorio.com/mods/unfunf22/ups-up-lite
original mod https://mods.factorio.com/mods/AntiElite/UPS-up
only the data.raw elements wont work i get every time i test it with it an error message that says
data.raw got nil
i ...
my mod https://mods.factorio.com/mods/unfunf22/ups-up-lite
original mod https://mods.factorio.com/mods/AntiElite/UPS-up
only the data.raw elements wont work i get every time i test it with it an error message that says
data.raw got nil
i ...
- Sun Jan 07, 2018 5:48 pm
- Forum: Modding help
- Topic: need a simple button on the top left corner/edge
- Replies: 12
- Views: 3907
Re: need a simple button on the top left corner/edge
so now im not complete ready but i have a small problem, i need a code for enemy destroy but the code kills all what i see but not what im not see.
like get chunk for chunk.x * 32, chunk.y * 32 find entity enemy do destroy()
like get chunk for chunk.x * 32, chunk.y * 32 find entity enemy do destroy()
- Sun Jan 07, 2018 5:05 pm
- Forum: Modding help
- Topic: need a simple button on the top left corner/edge
- Replies: 12
- Views: 3907
need a simple button on the top left corner/edge
I just need a button in the upper left corner and when I click on it execute commands.
I don't need a picture in the button, it's enough if a name is there and the command is executed.
unfortunately, this command doesn't work in the "data.lua"
every time I start the game I get an error message ...
I don't need a picture in the button, it's enough if a name is there and the command is executed.
unfortunately, this command doesn't work in the "data.lua"
every time I start the game I get an error message ...
- Sat Jan 06, 2018 2:17 am
- Forum: Modding help
- Topic: need help to fix wind turbine, 90% is done.
- Replies: 12
- Views: 4628
Re: need help to fix wind turbine, 90% is done.
i think you misunderstood me a little bit.
it's not about the fact that my turbines need hot steam, but that my turbines sometimes don't want to work
anymore when i load the savegame and i have to tear them down and set them up again so that they go again.
i think a simple reload entity script ...
it's not about the fact that my turbines need hot steam, but that my turbines sometimes don't want to work
anymore when i load the savegame and i have to tear them down and set them up again so that they go again.
i think a simple reload entity script ...