Search found 181 matches
- Mon Oct 07, 2019 4:21 pm
- Forum: Modding help
- Topic: Write to file in data stage
- Replies: 5
- Views: 2362
Write to file in data stage
I've found a few discussions about a write_file type function that's available in data stage, but most are old and end with "just use log()". Has any change occurred in this regard? I find it incredibly useful while debugging mods to look at the data.raw dump, but it makes the log file ver...
- Sat Oct 05, 2019 12:38 pm
- Forum: Modding help
- Topic: Pump fluid_animation is mysterious
- Replies: 2
- Views: 886
Re: Pump fluid_animation is mysterious
Re: your static image - you've replaced an Animation4Way with a single sprite, so that's why it's "static". As it says on the wiki: north Type: Types/Animation Optional. If omitted, the game will not look for any other directions and instead try to load the whole definition as one Types/A...
- Sat Oct 05, 2019 10:47 am
- Forum: Modding help
- Topic: Pump fluid_animation is mysterious
- Replies: 2
- Views: 886
Pump fluid_animation is mysterious
Could someone please help me understand how Pump.fluid_animation works? Also in general, when an animation speed varies with the entities activity, what properties are used to determine the level of activity? The Pump.fluid_animation prototype indicates it's an Animation4Way , but when I replace the...
- Thu Oct 03, 2019 9:09 pm
- Forum: Modding help
- Topic: Burner drain?
- Replies: 3
- Views: 1455
Re: Burner drain?
Now I think it about, perhaps a good fix is to add drain property to Burner EnergySource?
Might be fun to make burner machine that needs to be kept 'hot' or it breaks.
Might be fun to make burner machine that needs to be kept 'hot' or it breaks.
- Thu Oct 03, 2019 9:03 pm
- Forum: Modding help
- Topic: Burner drain?
- Replies: 3
- Views: 1455
- Thu Oct 03, 2019 8:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.69] Drain with burner EnergySource on pump
- Replies: 2
- Views: 2583
[0.17.69] Drain with burner EnergySource on pump
I've modded a pump to use a burner EnergySource. Watching LuaBurner.remaining_burning_fuel, you can see it's slowly draining fuel (once fueled) even when freshly built and not connected to any pipes. Because of: if (!pumpedAnything) this->energySource->extractEnergyAndPollute(prototype.energyUsage *...
- Thu Oct 03, 2019 7:46 pm
- Forum: Modding help
- Topic: Burner drain?
- Replies: 3
- Views: 1455
Burner drain?
I've modded a pump to use a burner EnergySource . Watching LuaBurner.remaining_burning_fuel , I can't figure out why it's slowly draining fuel (once I stick a piece of coal in it) even when freshly built and not connected to any pipes. local ass = util.table.deepcopy(data.raw["pump"]["...
- Wed Oct 02, 2019 1:16 pm
- Forum: Modding help
- Topic: Style booleans - "on" vs "true"
- Replies: 2
- Views: 913
Re: Style booleans - "on" vs "true"
Thanks Bilka.
- Wed Oct 02, 2019 1:14 pm
- Forum: Modding help
- Topic: Get entity size
- Replies: 13
- Views: 4524
Re: Get entity size
I'm working on a tool that deals with these kinds of things; an external tool to factorio that parses data.raw and allows visual inspection(and setting) of the entity properties, for example, the vanilla boiler: Did your tool come to fruition? I'm particularly interested in your findings on this......
- Tue Oct 01, 2019 6:58 pm
- Forum: Modding help
- Topic: Style booleans - "on" vs "true"
- Replies: 2
- Views: 913
Style booleans - "on" vs "true"
hi, I'm confused about the following style properties... LuaStyle.horizontally_stretchable LuaStyle.stretch_image_to_widget_size Both are defined boolean , but horizontally_stretchable expects "on" and stretch_image_to_widget_size expects true . local style = data.raw["gui-style"...
- Wed Sep 18, 2019 5:43 pm
- Forum: Modding help
- Topic: Item subgroup vs recipe subgroup
- Replies: 5
- Views: 1532
Re: Item subgroup vs recipe subgroup
Thanks both.
advanced-oil-processing has no main_product, and when the subgroup is removed...
advanced-oil-processing has no main_product, and when the subgroup is removed...
Code: Select all
Error while running setup for recipe prototype "advanced-oil-processing" (recipe):
Subgroup must be defined when there is no common main product.
- Wed Sep 18, 2019 1:07 pm
- Forum: Modding help
- Topic: Item subgroup vs recipe subgroup
- Replies: 5
- Views: 1532
Item subgroup vs recipe subgroup
Hi All. I'm creating a LUA code generator with a GUI to allow drag/drop rearranging of groups/subsgroups/icons in the players crafting window. I want to make sure I understand the functionality around Item/fluid subgroups and Recipe subgroups - particularly how it affects when & where icons are ...
- Wed Jul 31, 2019 11:58 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 320148
Re: Friday Facts #305 - The Oil Changes
... I understand the motivation for putting bots in chemical science, but it feels like an artificial limit. In real life, automated construction robots would obviously be largely a matter of logistic, computer science technology, not chemistry. ... One of the huge issues with mobile automation cur...
- Mon Jul 29, 2019 6:29 pm
- Forum: Modding discussion
- Topic: SpritePath for upgrade-item/upgrade-planner?
- Replies: 1
- Views: 990
SpritePath for upgrade-item/upgrade-planner?
I am trying to get the sprites for Quickbar shortcuts, but SpritePath doesn't appear to support all possible LuaItemPrototype types... So I have trouble with these types: blueprint-book deconstruction-planner item-with-entity-data tool upgrade-item (I'm sure there are others). How can I get the spri...
- Sat Jul 27, 2019 5:39 pm
- Forum: Gameplay Help
- Topic: How to select active blueprint without wheel mouse?
- Replies: 4
- Views: 1305
- Sat Jul 27, 2019 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Set active blueprint without scrolling
- Replies: 6
- Views: 2030
Set active blueprint without scrolling
TL;DR Change the active blueprint whilst browsing an open blueprint book without scrolling through them all. What ? Currently the only way to select the active blueprint is by scolling through them all with shift-mousewheel. I would like some method to set the active blueprint without scrolling. My...
- Sat Jul 27, 2019 3:26 pm
- Forum: Gameplay Help
- Topic: How to select active blueprint without wheel mouse?
- Replies: 4
- Views: 1305
How to select active blueprint without wheel mouse?
I have a blueprint book with ~100 blueprints in it. How can I set the active blueprint without shift-scrolling with the mouse wheel? I'd really like to browse the open blueprint book and (say) middle-click a blueprint to make it active. Currently the only option I can find is to left-click the blue ...
- Sat Jul 20, 2019 9:04 am
- Forum: Modding help
- Topic: Pump fluid animation - tinting issue
- Replies: 1
- Views: 809
Pump fluid animation - tinting issue
I'm trying to repurpose a Pump for a mod, but can't seem to disable apply_runtime_tint . I've got the main "animations" working fine, but I am struggling with the "fluid_animation"... fluid_animation = { north = { filename = "__base__/graphics/entity/pump/pump-north-liquid.p...
- Fri Mar 15, 2019 6:08 pm
- Forum: Modding help
- Topic: Rubber Belts mod - error
- Replies: 10
- Views: 3224
Re: Rubber Belts mod - error
I went to github precisely because I did want to contact you.
I'm intrigued though - what nefarious motives do you think I had? I wasn't hiding anything!
I'm intrigued though - what nefarious motives do you think I had? I wasn't hiding anything!
- Fri Mar 15, 2019 5:55 pm
- Forum: Modding help
- Topic: Rubber Belts mod - error
- Replies: 10
- Views: 3224
Re: Rubber Belts mod - error
Apologies, but chill man. As you can see above, I initially just gave advice on how to get it working for a private user to update themselves. When they couldn't figure it out, I helped a bit further and got it working, so I looked to share my findings with you via a github pull request on your repo...