Search found 53 matches

by TelemakFactorio
Sat Nov 09, 2019 5:38 pm
Forum: Modding help
Topic: Which "faction" destroyed my building ?
Replies: 2
Views: 991

Re: Which "faction" destroyed my building ?

Klonan wrote: ↑
Tue Nov 05, 2019 6:56 pm
Projectile has a force, where did you read otherwise?
Aaa I misread what I have read is that explosions have no force.

Still I am unable to get the projectile thrower from on entity died / damaged.
Simple noob question.
by TelemakFactorio
Tue Nov 05, 2019 6:02 pm
Forum: Modding help
Topic: Which "faction" destroyed my building ?
Replies: 2
Views: 991

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...
by TelemakFactorio
Tue Nov 05, 2019 11:47 am
Forum: Mods
Topic: [MOD 0.16] Universal Furnaces
Replies: 6
Views: 2515

Re: [MOD 0.16] Universal Furnaces

OK they are now in a tidy order in the item menu.
by TelemakFactorio
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: 2471

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
by TelemakFactorio
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: 2471

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...
by TelemakFactorio
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: 2471

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...
by TelemakFactorio
Fri Nov 01, 2019 3:29 pm
Forum: Mods
Topic: [0.16] Comprehensive Biters
Replies: 6
Views: 2617

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 !
by TelemakFactorio
Fri Nov 01, 2019 3:26 pm
Forum: Mods
Topic: [0.16] Weather Station
Replies: 8
Views: 2835

Re: [0.16] Weather Station

Mod is now available for 0.17
by TelemakFactorio
Wed Oct 31, 2018 5:34 pm
Forum: Implemented mod requests
Topic: Ability to create out-of-world LuaItemStacks.
Replies: 14
Views: 4860

Re: Ability to create out-of-world LuaItemStacks.

Right ! An itemStack controller would be appreciated for sure.
by TelemakFactorio
Mon Oct 29, 2018 10:40 pm
Forum: Implemented mod requests
Topic: Ability to create out-of-world LuaItemStacks.
Replies: 14
Views: 4860

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 ?
by TelemakFactorio
Sun Oct 28, 2018 2:03 pm
Forum: Mods
Topic: [0.16] Comprehensive Biters
Replies: 6
Views: 2617

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...
by TelemakFactorio
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: 1049

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...
by TelemakFactorio
Sun Apr 29, 2018 1:30 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531094

Re: [MOD 0.14] AAI Programmable Vehicles

I can't load the mod AAI Programmable Vehicles.
Yes I know I have too many mods :D
Fixed it for myself with a test on not(vehicle.collision_box == nil)
by TelemakFactorio
Sat Apr 28, 2018 2:23 pm
Forum: Mods
Topic: [MOD 0.16] Universal Furnaces
Replies: 6
Views: 2515

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.
by TelemakFactorio
Sat Apr 28, 2018 12:12 am
Forum: Mods
Topic: [MOD 0.16] Universal Furnaces
Replies: 6
Views: 2515

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...
by TelemakFactorio
Fri Apr 27, 2018 9:37 pm
Forum: Mods
Topic: [MOD 0.16] Universal Furnaces
Replies: 6
Views: 2515

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...
by TelemakFactorio
Fri Apr 27, 2018 9:30 pm
Forum: Mods
Topic: [MOD 0.16] Universal Furnaces
Replies: 6
Views: 2515

[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
by TelemakFactorio
Fri Apr 27, 2018 11:15 am
Forum: Mods
Topic: [0.16] Weather Station
Replies: 8
Views: 2835

Re: [0.16] Weather Station

That's interesting. I am taking notes on every comment for a future mod, and modifying this one.

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