Search found 53 matches
- Thu Nov 28, 2019 6:50 pm
- Forum: Modding help
- Topic: How to change a prototype value in terms of mod settings
- Replies: 8
- Views: 2965
Re: How to change a prototype value in terms of mod settings
Thanks everybody for your ideas.
- Sat Nov 09, 2019 5:38 pm
- Forum: Modding help
- Topic: Which "faction" destroyed my building ?
- Replies: 2
- Views: 1176
- Tue Nov 05, 2019 6:02 pm
- Forum: Modding help
- Topic: Which "faction" destroyed my building ?
- Replies: 2
- Views: 1176
Which "faction" destroyed my building ?
I apology if the answer has already been discussed or given somewhere else, I haven't found a satisfying answer. For Comprhensive biters I try to get which entity/force destroyed my building. I am working on on_entity_died event level. What I know is to get the responsible entity (said alien) in cas...
- Tue Nov 05, 2019 11:47 am
- Forum: Mods
- Topic: [MOD 0.16] Universal Furnaces
- Replies: 6
- Views: 2884
Re: [MOD 0.16] Universal Furnaces
OK they are now in a tidy order in the item menu.
- Sun Nov 03, 2019 6:01 pm
- Forum: Modding help
- Topic: How to change a prototype value in terms of mod settings
- Replies: 8
- Views: 2965
Re: How to change a prototype value in terms of mod settings
Oh, I get the solution wiht this mod code.
I missed I needded a settings.lua file and other minor defects.
Thanks
I missed I needded a settings.lua file and other minor defects.
Thanks
- Sun Nov 03, 2019 1:32 pm
- Forum: Modding help
- Topic: How to change a prototype value in terms of mod settings
- Replies: 8
- Views: 2965
Re: How to change a prototype value in terms of mod settings
Thanks, but I asked because in data.lua local output = settings.startup["reasonable-wind-turbine-mk1-output"].value throw this "attempt to index index field reasonable-wind-turbine-mk1-output, a nil value :mrgreen: I have required the settings.lua file in data.lua which contains my se...
- Sun Nov 03, 2019 12:43 pm
- Forum: Modding help
- Topic: How to change a prototype value in terms of mod settings
- Replies: 8
- Views: 2965
How to change a prototype value in terms of mod settings
Hi, I am trying to change a generator efficiency based on a setting for my mod (let's say the setting is named 'new_generator_efficiency). Is it only possible ? I know exactly how to make a setting, but I don't know how to apply it to my generator prototype. I imagine the solution will be to get the...
- Fri Nov 01, 2019 3:29 pm
- Forum: Mods
- Topic: [0.16] Comprehensive Biters
- Replies: 6
- Views: 2995
Re: [0.16] Comprehensive Biters
Mod is reuploaded for 0.17
Not yet tested completly, especialy when you got buildings destroyed or when you die.
Cap on evolution works like before.
Try and report bugs !
Not yet tested completly, especialy when you got buildings destroyed or when you die.
Cap on evolution works like before.
Try and report bugs !
- Fri Nov 01, 2019 3:26 pm
- Forum: Mods
- Topic: [0.16] Weather Station
- Replies: 8
- Views: 3256
Re: [0.16] Weather Station
Mod is now available for 0.17
- Wed Oct 31, 2018 5:34 pm
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 5652
Re: Ability to create out-of-world LuaItemStacks.
Right ! An itemStack controller would be appreciated for sure.
- Mon Oct 29, 2018 10:40 pm
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 5652
Re: Ability to create out-of-world LuaItemStacks.
An itemstack is basically an array of size 2 containing a prototype name and a quantity.
So that you can create itemstacks everywhere anytime.
Maybe I have not understood the request ?
So that you can create itemstacks everywhere anytime.
Maybe I have not understood the request ?
- Sun Oct 28, 2018 2:03 pm
- Forum: Mods
- Topic: [0.16] Comprehensive Biters
- Replies: 6
- Views: 2995
Re: [0.16] Comprehensive Biters
By design. Think of it like biters hate higher techs. Biters evolution is not really slown down because of the weakest player, it mostly adapts to the most advanced connected non-spectator player at any time. Biters are attacking both players (vanilla behavior). Note this mod created at first for me...
- Tue May 01, 2018 7:54 am
- Forum: Modding discussion
- Topic: Request for getting power prod. and power sat. from the API
- Replies: 1
- Views: 1220
Request for getting power prod. and power sat. from the API
I would like to make a simple mod like my tiny little weather station, to get the power production and the power satisfaction from an electrical network. The purpose would be to set up alarms when the satisfaction < 80% in my games, thanks to combinators. Would the devs add entities and methods to g...
- Sun Apr 29, 2018 1:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585945
Re: [MOD 0.14] AAI Programmable Vehicles
I can't load the mod AAI Programmable Vehicles.
Yes I know I have too many mods
Fixed it for myself with a test on not(vehicle.collision_box == nil)
Yes I know I have too many mods
Fixed it for myself with a test on not(vehicle.collision_box == nil)
- Sat Apr 28, 2018 2:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Universal Furnaces
- Replies: 6
- Views: 2884
Re: [MOD 0.16] Universal Furnaces
Yes, it does work for steel in pure vanilla games with no recipe multipliers and vanilla recipes
Added to my todo list : universal furnaces recipes have to be be reordered in the recipe menu.
Added to my todo list : universal furnaces recipes have to be be reordered in the recipe menu.
- Sat Apr 28, 2018 12:12 am
- Forum: Mods
- Topic: [MOD 0.16] Universal Furnaces
- Replies: 6
- Views: 2884
Re: [MOD 0.16] Universal Furnaces
There are three versions of the legacy furnaces. They work exactly as their equivalent except they never get stucked ! universalFurnaces.png Each is made of the corresponding furnace + a chest + a filter insert + electronic boards uStone.png uSteel.png uElec.png Here is a comparative with mixed inpu...
- Fri Apr 27, 2018 9:37 pm
- Forum: Mods
- Topic: [MOD 0.16] Universal Furnaces
- Replies: 6
- Views: 2884
Re: [MOD 0.16] Universal Furnaces
This mod adds 3 tier of furnaces named "universal furnaces" you have to research to use. The universal furnaces have inner chest and filter inserter to store unfinished recipes thanks to the superpower of artificial intelligence programmed in your electronic boards. Now with universal furn...
- Fri Apr 27, 2018 9:30 pm
- Forum: Mods
- Topic: [MOD 0.16] Universal Furnaces
- Replies: 6
- Views: 2884
[MOD 0.16] Universal Furnaces
Discuss here about the mod Universal Furnaces.
The mod can be found at https://mods.factorio.com/mod/UniversalFurnaces
SHOWCASE : https://youtu.be/B3e5Sh1EZAo
The mod can be found at https://mods.factorio.com/mod/UniversalFurnaces
SHOWCASE : https://youtu.be/B3e5Sh1EZAo
- Fri Apr 27, 2018 11:15 am
- Forum: Mods
- Topic: [0.16] Weather Station
- Replies: 8
- Views: 3256
Re: [0.16] Weather Station
That's interesting. I am taking notes on every comment for a future mod, and modifying this one.
- Thu Apr 26, 2018 4:11 pm
- Forum: Modding help
- Topic: Is it possible to instantiate a Lua class from API
- Replies: 2
- Views: 1084