Search found 14 matches
- 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...
- 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...
- 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.
- 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.
- 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...
- 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?
- 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...
- 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...
- 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 ...
- 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.
- 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 ...
- 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...
- 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...
- 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...