Search found 14 matches

by Yemto
Tue Apr 30, 2019 12:01 pm
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 2077

Re: How do I make a structure do something at regular intervals?

The best way is to find a vanilla entity that can be modified to do what you need. If that is not possible, you will have to write a script and run it in on_tick or on_nth_tick. In that case, make sure to keep what you are doing to a minimum. Calling find_entities_filtered on every tick will quickl...
by Yemto
Tue Apr 30, 2019 11:23 am
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 2077

Re: How do I make a structure do something at regular intervals?

The best way is to find a vanilla entity that can be modified to do what you need. If that is not possible, you will have to write a script and run it in on_tick or on_nth_tick. In that case, make sure to keep what you are doing to a minimum. Calling find_entities_filtered on every tick will quickl...
by Yemto
Tue Apr 30, 2019 9:24 am
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 2077

Re: How do I make a structure do something at regular intervals?

How do I look at vanilla entities? "data/core" and "data/base" doesn't have a radar script.
by Yemto
Tue Apr 30, 2019 7:41 am
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 2077

Re: How do I make a structure do something at regular intervals?

I just looked at Bob's warfare and Big Brother, and both mods seem to just use/modify the vanilla functionality of the radar, which I can't use since my structure I'm making is not going to the same thing as a radar.
by Yemto
Mon Apr 29, 2019 11:08 pm
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 2077

[Solved] How do I make a structure do something at regular intervals?

So I have a structure which is supposed to do something every X amount of time/ticks, similar to how radars works (but faster). since this is the first time I worked with anything like this, I have no idea how to do it. Edit: I figured out how to use on_tick and find_entities_filtered to do what I w...
by Yemto
Sun Jun 10, 2018 5:05 am
Forum: Modding help
Topic: Detect if player view the map
Replies: 3
Views: 1364

Detect if player view the map

Is there an event, or some other way to see if the player is looking at the map?
by Yemto
Tue Feb 20, 2018 10:50 am
Forum: Modding help
Topic: settings.global is nil
Replies: 4
Views: 1788

Re: settings.global is nil

Runtime settings (note the name) are available runtime. The data stage is not runtime: http://lua-api.factorio.com/latest/Data-Lifecycle.html I suggest taking a look at this tutorial instead of relying on other mods that might be doing it wrong: https://wiki.factorio.com/Tutorial:Mod_settings Pleas...
by Yemto
Tue Feb 20, 2018 1:09 am
Forum: Modding help
Topic: settings.global is nil
Replies: 4
Views: 1788

Re: settings.global is nil

Runtime settings (note the name) are available runtime. The data stage is not runtime: http://lua-api.factorio.com/latest/Data-Lifecycle.html I suggest taking a look at this tutorial instead of relying on other mods that might be doing it wrong: https://wiki.factorio.com/Tutorial:Mod_settings Pleas...
by Yemto
Tue Feb 20, 2018 12:19 am
Forum: Modding help
Topic: settings.global is nil
Replies: 4
Views: 1788

settings.global is nil

For about two hours I been attempting to create my second mod, and I'm currently struggling with getting the settings to work. I keep getting an error when it says settings.global is nil, and I have no idea why. I been digging around in other mods I use, and they don't have the same issue. data.lua ...
by Yemto
Mon Feb 05, 2018 5:12 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78236

Re: Friday Facts #228 - High resolution turrets

I love that the laser turrets gets beams, that have been bothering me a while. But I'm not really a fan of the new base for them, I feel like it's a half finished base, or it's for something else. But they decided to just slap a laser on top of it last minute.
by Yemto
Sun Sep 04, 2016 9:50 am
Forum: Mods
Topic: [MOD 0.12.x] Electricity by XyLe
Replies: 23
Views: 14457

Re: [MOD 0.12.x] Electricity by XyLe

I love this mod, and since it hasn't been updated to 0.13 yet, I decided to take a look at it, and I managed to get it to work. I haven't tested everything, so I'm not sure if there is any issues. But the solar panels and accumulators does generate and store power. Since I'm not sure if I'm allowed ...
by Yemto
Sun Aug 28, 2016 10:33 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339082

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.33

With a constant combinator set to fake item -20k or so and my inventory sensor you can easily set up inverted filters where they will unload all except those fake items. I can? I never used the logic network, outside the very basics... probably need to look into it Is an updated version, compatible...
by Yemto
Sun Aug 28, 2016 2:54 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339082

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.33

Note: Inserters can remove the used fake items from the railtanker, so be sure to not have inserters at a station where a railtanker might stop! Currently there is no way around it So that's why it's happening, then sadly this kills the mod for me, since I have relied on the fact that inserters won...
by Yemto
Sun Aug 28, 2016 1:59 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339082

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.33

Note: Inserters can remove the used fake items from the railtanker, so be sure to not have inserters at a station where a railtanker might stop! Currently there is no way around it So that's why it's happening, then sadly this kills the mod for me, since I have relied on the fact that inserters won...

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