I would love to make a mod that adds some technologies that reduce robot energy consumption, but this is not one of the modifiers.
I would very much like to see the modifiers removed in place of something that just allows the changing of values in data. As for what I understand, all the modifiers ...
Search found 26 matches
- Tue Aug 15, 2017 1:39 am
- Forum: Ideas and Suggestions
- Topic: Additional dynamic technology effects
- Replies: 7
- Views: 3119
- Sat Aug 12, 2017 2:38 am
- Forum: Modding help
- Topic: Production Graphs
- Replies: 0
- Views: 806
Production Graphs
Can graphs be created and displayed like the production or power graphs? I would like to add more for a mod I am working on.
- Sun Aug 06, 2017 3:24 am
- Forum: Modding help
- Topic: Link between space-science-pack and rockets?
- Replies: 2
- Views: 1470
Re: Link between space-science-pack and rockets?
Any way to access this fake recipe?
- Sat Aug 05, 2017 8:53 pm
- Forum: Modding help
- Topic: Link between space-science-pack and rockets?
- Replies: 2
- Views: 1470
Link between space-science-pack and rockets?
Since the launching of a rocket and a satellite 'produces' 1000 space-science-packs, is there some form of link or recipe between them? I'm looking for some sort of connection similar to LuaItemPrototype.burnt_result or LuaRecipePrototype.products for a mod.
- Wed Aug 02, 2017 1:47 am
- Forum: Modding help
- Topic: Getting steam turbines to cool down steam?
- Replies: 10
- Views: 4714
Re: Getting steam turbines to cool down steam?
Back in FFF 164 (the initial explanation of Nuclear power), turbines reduced the steam temperature from 500 down to 120 which could then be sent into a cooling tower or consumed by a steam engine. Clearly, this is not how they work right now, but it is possible that it wasn't discarded. I looked ...
- Wed Aug 02, 2017 12:58 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'game' (a nil value)
- Replies: 3
- Views: 5295
Re: Attempt to index global 'game' (a nil value)
Yep, it was the parentheses I included as part of the build_order() function.
That is a small detail that creates an incredibly complex problem.
That is a small detail that creates an incredibly complex problem.
- Tue Aug 01, 2017 2:16 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'game' (a nil value)
- Replies: 3
- Views: 5295
[Solved] Attempt to index global 'game' (a nil value)
I recently moved some code from control to a new file to reduce clutter. Unfortunately it no longer works because of an error I did not get before. The file is required in control.lua and is called through on_init and on_configuration_changed, both of which do have access to the game table (I ...
- Thu Jul 27, 2017 10:58 pm
- Forum: Modding help
- Topic: Loaders and electrical-energy-interface recipes
- Replies: 5
- Views: 5216
Re: Loaders and electrical-energy-interface recipes
So why does the electrical-energy-interface have a recipe?
- Thu Jul 27, 2017 6:21 am
- Forum: Modding help
- Topic: Loaders and electrical-energy-interface recipes
- Replies: 5
- Views: 5216
Loaders and electrical-energy-interface recipes
I was working with my mod that uses recipes to create an order of all the items in the game. When printing the results, I noticed some items that I did not expect to find. I am aware of what loaders are, but have never seen the electrical-energy-interface before. The version of factorio I was ...
- Thu Jul 27, 2017 2:19 am
- Forum: Modding help
- Topic: Accessing Wagon Cargo Quantity
- Replies: 12
- Views: 5162
Re: Accessing Wagon Cargo Quantity
You can get the count of items in a train much faster by just calling train.get_item_count() -> http://lua-api.factorio.com/latest/LuaTrain.html#LuaTrain.get_item_count
All items have a max stack size found with LuaItemPrototype .stack_size . Divide the number of items returned from train.get ...
All items have a max stack size found with LuaItemPrototype .stack_size . Divide the number of items returned from train.get ...
- Thu Jul 27, 2017 12:19 am
- Forum: Modding help
- Topic: [Solved] Odd return from item.subgroup
- Replies: 4
- Views: 2191
Re: Odd return from item.subgroup
Alright, my bad. I have no idea why I thought I read that item.subgroup would return a string.
- Wed Jul 26, 2017 6:27 am
- Forum: Modding help
- Topic: [Solved] Odd return from item.subgroup
- Replies: 4
- Views: 2191
[Solved] Odd return from item.subgroup
I'm trying to find all the items with the subgroup "raw-resource" by using item.subgroup as seen on the lua api, but did not get the strings I was looking for:
https://steamuserimages-a.akamaihd.net/ugc/843714746854288495/80A4FCCB357E50A724407785F12482914FA9F0A2/
That was what I received as the ...
https://steamuserimages-a.akamaihd.net/ugc/843714746854288495/80A4FCCB357E50A724407785F12482914FA9F0A2/
That was what I received as the ...
- Mon Jul 24, 2017 11:07 pm
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
Re: Attempt to index global 'script' (a nil value)
Yes I am. No idea how that got there. (Solved)
- Sun Jul 23, 2017 1:09 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
Re: Attempt to index global 'script' (a nil value)
What you have given me there crashes with the same error when in control.lua. The problem I'm having is with script in the script.on_event, not the contents (although I know it does not work). I went and deleted the entirety of the contents of the function so I had only:
script.on_event("Eco ...
script.on_event("Eco ...
- Sat Jul 22, 2017 12:53 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
Re: Attempt to index global 'script' (a nil value)
It will be more helpful if you can provide us the whole lua file instead of just the snippet.
The code above is the entire Lua file of control.Lua with the exception of a single comment above it that says, "-- test", but I added it anyway.
What is the difference between:
data:extend({
{
type ...
The code above is the entire Lua file of control.Lua with the exception of a single comment above it that says, "-- test", but I added it anyway.
What is the difference between:
data:extend({
{
type ...
- Fri Jul 21, 2017 1:07 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
Re: Attempt to index global 'script' (a nil value)
I replaced data now with game.recipe_prototypes so now I have this:
script.on_event("Eco", function(event)
local test = player.gui.center.add({type = "frame", name = "test", direction = "vertical"})
local frame = ui.add({type = "frame", name = "test_frame", direction = "vertical"})
for each in ...
script.on_event("Eco", function(event)
local test = player.gui.center.add({type = "frame", name = "test", direction = "vertical"})
local frame = ui.add({type = "frame", name = "test_frame", direction = "vertical"})
for each in ...
- Wed Jul 12, 2017 8:57 pm
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
Re: Attempt to index global 'script' (a nil value)
That was it. How do I access the recipes and items then in this stage if I cannot use data?
- Fri Jul 07, 2017 5:30 pm
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
Re: Attempt to index global 'script' (a nil value)
script.on_event("Eco", function(event)
for each in data do
if each[type] == "recipe" then
table.insert(recipes, each)
end
end
local test = player.gui.center.add({type = "frame", name = "test", direction = "vertical"})
local frame = ui.add({type = "frame", name = "test_frame", direction ...
for each in data do
if each[type] == "recipe" then
table.insert(recipes, each)
end
end
local test = player.gui.center.add({type = "frame", name = "test", direction = "vertical"})
local frame = ui.add({type = "frame", name = "test_frame", direction ...
- Thu Jul 06, 2017 1:10 pm
- Forum: Multiplayer
- Topic: LF two new members to join our server (2/4)(GB)
- Replies: 5
- Views: 2241
Re: LF two new members to join our server (2/4)(GB)
I'm interested if you have room for one more. I love working with trains and have died an embarrassingly large number of times from them. Recently finished a 130 hr 'marathon' game trying to substitute trains for logistic bots. Didn't work very well but I got the logistic embargo achievement.
- Thu Jul 06, 2017 12:49 pm
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'script' (a nil value)
- Replies: 15
- Views: 12111
[Solved] Attempt to index global 'script' (a nil value)
The game does not allow me to use script.on_event or any other of the functions stored in script. It works fine with all my other mods but, in this particular one, crashes and brings up the error: "attempt to index global 'script' (a nil value)". What is causing this and how do I fix it?