Hi,
Is it possible to 'allow' a mod for multiple factorio versions?
Like if im testing my mod for 0.13 and 0.14.x (expiremental), i would like it to appear 'compatible' for both versions instead of only 1..
Thanks in advance
Search found 8 matches
- Thu Oct 20, 2016 1:32 pm
- Forum: Modding help
- Topic: Allow mod for multiple versions
- Replies: 4
- Views: 1666
- Tue Oct 18, 2016 6:59 pm
- Forum: Mods
- Topic: [0.13+] JD_Signposts_0.0.2
- Replies: 8
- Views: 3549
Re: [0.13+] JD_Signposts_0.0.1
For the world map (when you press M) you'd have to use train stations to add text to that. For the normal game map, flying-text entities enable you to add text labels (you can set their .active = false to prevent them from floating up and disappearing). I use it a lot when testing complex entities ...
- Tue Oct 18, 2016 5:02 pm
- Forum: Mods
- Topic: [0.13+] JD_Signposts_0.0.2
- Replies: 8
- Views: 3549
Re: [0.13+] JD_Signposts_0.0.1
You can use the `shift` property in the table that defines the image to move the image down, resulting in the item/fluid icon appearing on the main part of the sign rather than its base. You can use `flying-text` entity type to add text to the map. Keep the control.lua, it will be useful to stop si...
- Mon Oct 17, 2016 7:44 pm
- Forum: Mods
- Topic: [0.13+] JD_Signposts_0.0.2
- Replies: 8
- Views: 3549
Re: [0.13+] JD_Signposts_0.0.1
I will upload it to the mod portal, i just needed to put a download link there according to the templatesteinio wrote:mega.nz?
Is this a virus or what? Upload it to the forum or mod portal please.
Can anybody please scan the file.
Greetings steinio
EDIT: Done !
- Mon Oct 17, 2016 7:34 pm
- Forum: Mods
- Topic: [0.13+] JD_Signposts_0.0.2
- Replies: 8
- Views: 3549
[0.13+] JD_Signposts_0.0.2
JD_Signposts Name: JD Signposts Version: 0.0.2 Factorio-Version: 0.13.0 and 0.14.14 Description: Adds signposts to the game! License: CC BY-NC 4.0 Release: 2016-10-17 Download-Url: JD_Signposts_0.0.2 Website: https://forums.factorio.com/viewtopic.php?f=97&t=34475 Mod-Portal: https://mods.factor...
- Mon Oct 17, 2016 6:28 pm
- Forum: Modding help
- Topic: No such node (north)
- Replies: 5
- Views: 1780
Re: No such node (north)
Thanks! That will be usefullaubergine18 wrote:If you ever need empty image, best way I've found is to use "__core__/graphics/empty.png" which is 1x1 pixel transparent image.
- Mon Oct 17, 2016 8:45 am
- Forum: Modding help
- Topic: No such node (north)
- Replies: 5
- Views: 1780
Re: No such node (north)
What is the value of `hand_base_picture` btw? It's very likely that if its value is a raw image (which would work for most of the hand pictures), it won't be valid as a sprite sheet (which is what the `platform_picture` expects by default). If the platform_picture doesn't get a sprite sheet, it wil...
- Sun Oct 16, 2016 9:03 pm
- Forum: Modding help
- Topic: No such node (north)
- Replies: 5
- Views: 1780
No such node (north)
[SOLVED: https://forums.factorio.com/viewtopic.php?f=25&t=34433#p215872] I'm trying to create an entity with type = "inserter" but somehow i get this error on startup and i can't find any documentation on the node (north) on this page https://wiki.factorio.com/index.php?title=Prototyp...