Search found 17 matches
- Thu Aug 18, 2016 2:25 pm
- Forum: Modding help
- Topic: Complementary tech
- Replies: 2
- Views: 1056
Re: Complementary tech
Hmm, I didn't think of that. I was trying to do it all inside the technology prototype file (derp). Thanks.
- Thu Aug 18, 2016 11:05 am
- Forum: Modding help
- Topic: Complementary tech
- Replies: 2
- Views: 1056
Complementary tech
Hello, it's me again...
Is it possible to have complementary technologies in Factorio? For example:
Two technologies, "tech-1" and "tech-2". "tech-1" unlocks recipe "recipe-1", "tech-2" unlocks "recipe-2". When both are researched, "recipe-3" is unlocked.
I know this could be done easily by ...
Is it possible to have complementary technologies in Factorio? For example:
Two technologies, "tech-1" and "tech-2". "tech-1" unlocks recipe "recipe-1", "tech-2" unlocks "recipe-2". When both are researched, "recipe-3" is unlocked.
I know this could be done easily by ...
- Wed Aug 17, 2016 5:31 pm
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Re: Attempt to index nil value
@Nexela:
Most enlightening, thank you. I don't like to copy other people's code, on a matter of pride (whatever I have left, after embarassing myself totally in this thread :lol: ).
I will however look at what you've written, and incorporate parts of it into my existing code. 'Inspiration', shall ...
Most enlightening, thank you. I don't like to copy other people's code, on a matter of pride (whatever I have left, after embarassing myself totally in this thread :lol: ).
I will however look at what you've written, and incorporate parts of it into my existing code. 'Inspiration', shall ...
- Tue Aug 16, 2016 9:14 pm
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Re: Attempt to index nil value
@Nexela:
Player is the index, in my code. I think so, anyway
local player = game.players[event.player_index]
Therefore,
player.index
would be the same as
event.player_index.index
would it not?
Also, I didn't know arrays could have fields, I thought they could only have cell entries.
@Adil ...
Player is the index, in my code. I think so, anyway
local player = game.players[event.player_index]
Therefore,
player.index
would be the same as
event.player_index.index
would it not?
Also, I didn't know arrays could have fields, I thought they could only have cell entries.
@Adil ...
- Tue Aug 16, 2016 2:43 pm
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Re: Attempt to index nil value
Hmmm... fresh problems. I hope it's fine to post in this thread, now that the problem in the OP is resolved? Try as I might, I cannot figure out the source of this issue.
For some reason, it would appear that the data isn't being saved. No errors this time, however.
script.on_event(defines.events ...
For some reason, it would appear that the data isn't being saved. No errors this time, however.
script.on_event(defines.events ...
- Tue Aug 16, 2016 2:06 pm
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Re: Attempt to index nil value
Well, that worked! Errors no more.
Thanks to you fine chaps who took the time to reply, you've probably saved me a fair few hours of feverish Googling and headscratching.
Thanks to you fine chaps who took the time to reply, you've probably saved me a fair few hours of feverish Googling and headscratching.
- Tue Aug 16, 2016 1:55 pm
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Re: Attempt to index nil value
@Nexala:
"player = game.players[player_index] -- this is "the player"
playerdatafrommod = global.players[player_index] -- this is "the players data stored from my mod""
Yes, but the problem with that solution is that (I think) it could only store one piece of data per player index; I need it to ...
"player = game.players[player_index] -- this is "the player"
playerdatafrommod = global.players[player_index] -- this is "the players data stored from my mod""
Yes, but the problem with that solution is that (I think) it could only store one piece of data per player index; I need it to ...
- Tue Aug 16, 2016 1:05 pm
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Re: Attempt to index nil value
Yes, I thought that might be the case. However, upon addding
global.ammorrack[player] = player
to the code (just above the threee lines entering into the array near the bottom), I get a different error;
on_player_ammo_inventory_changed (ID 36)
LuaPlayer doesn't contain key 1.
stack traceback ...
global.ammorrack[player] = player
to the code (just above the threee lines entering into the array near the bottom), I get a different error;
on_player_ammo_inventory_changed (ID 36)
LuaPlayer doesn't contain key 1.
stack traceback ...
- Tue Aug 16, 2016 11:48 am
- Forum: Modding help
- Topic: Attempt to index nil value
- Replies: 14
- Views: 8422
Attempt to index nil value
I'm rather new to Lua, though I have dabbled in Java and C#. I've been encountering the following problem, and have had no luck in fixing it:
Error while running event on_player_ammo_inventory_changed (ID 36)
__Placeholdername__/control.lua:29: attempt to index field '?' (a nil value)
Code in ...
Error while running event on_player_ammo_inventory_changed (ID 36)
__Placeholdername__/control.lua:29: attempt to index field '?' (a nil value)
Code in ...
- Mon Aug 15, 2016 1:30 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 124125
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
This mod is lovely, but I've encountered certain problems. Not glitches or bugs; as far as I can see the mod works perfectly... more that it's a bit... overwhelming.
I like the spawning of huge armies consisting of hundreds of units on my doorstep, since it does indeed make the game more ...
I like the spawning of huge armies consisting of hundreds of units on my doorstep, since it does indeed make the game more ...
- Mon Aug 15, 2016 9:06 am
- Forum: Modding help
- Topic: Prevent deletion of empty magazines
- Replies: 5
- Views: 1703
Re: Prevent deletion of empty magazines
Actually, I think you just gave me the solution. Thanks very much; you've been most helpful.
Also, I have to say - I love your profile picture.
Also, I have to say - I love your profile picture.
- Sun Aug 14, 2016 9:12 pm
- Forum: Modding help
- Topic: Prevent deletion of empty magazines
- Replies: 5
- Views: 1703
Re: Prevent deletion of empty magazines
I see, thank you. I'll try that. So, I presume, count the number of magazines in the player's inventory whenever the inventory is changed, and then add the appropriate number of cells.
However, when the player manually drops off stuff from his inventory into a container, that would trigger the ...
However, when the player manually drops off stuff from his inventory into a container, that would trigger the ...
- Sun Aug 14, 2016 2:49 pm
- Forum: Modding help
- Topic: Prevent deletion of empty magazines
- Replies: 5
- Views: 1703
Prevent deletion of empty magazines
So... I am working on a mod, which adds a couple new weapons and their corresponding ammo types (power cells). Now, I scoured through base and core, and couldn't find the scripts responsible for deleting empty magazines.
Is there any way to prevent the deletion of an empty magazine (or ...
Is there any way to prevent the deletion of an empty magazine (or ...
- Fri Aug 12, 2016 12:04 pm
- Forum: Modding help
- Topic: Weapon firing arcs
- Replies: 5
- Views: 1636
Re: Weapon firing arcs
That's not quite what I mean; I am talking about preventing the player from firing the weapons of the vehicle they are in. With a little bit of trig, I am sure I could mock up a firing arc restriction.
- Fri Aug 12, 2016 11:15 am
- Forum: Modding help
- Topic: Weapon firing arcs
- Replies: 5
- Views: 1636
Re: Weapon firing arcs
Is there any way to prevent the player from firing the weapon, then?
- Wed Aug 10, 2016 7:47 pm
- Forum: Modding help
- Topic: Weapon firing arcs
- Replies: 5
- Views: 1636
Weapon firing arcs
I hope this is the right subforum to post this...
Is there any way to limit a vehicle's weapon firing ability to an arc in front of the vehicle (i.e. 45')? Some weapons just shouldn't be able to fire in a 360' arc.
Is there any way to limit a vehicle's weapon firing ability to an arc in front of the vehicle (i.e. 45')? Some weapons just shouldn't be able to fire in a 360' arc.
- Wed Aug 10, 2016 12:30 am
- Forum: Mods
- Topic: [MOD 0.12.x] Aircraft
- Replies: 65
- Views: 107554
Re: [MOD 0.12.x] Aircraft
Now, damn. If only there were a mod with the utility of this mod, and the take-off/landing mechanics of the 'Raven' mod...