Search found 19 matches
- Thu Nov 29, 2018 7:30 pm
- Forum: Ideas and Requests For Mods
- Topic: Train turret mod
- Replies: 5
- Views: 2830
Re: Train turret mod
Is it ok if the laser turret is placed on an internal grid (like power armor personal defense turret)? This would be very customisable, you could alter the turrets/batteries ratio, use different sources of energy or even ditch the batteries completly and run on a fusion generator. Pretty easy to ...
- Thu Nov 29, 2018 7:06 pm
- Forum: Modding discussion
- Topic: Real-time chat translation
- Replies: 2
- Views: 1893
Real-time chat translation
To start this post, I really don't like nation-specific servers. How many times have you seen a perfect server in the public games list just to realise that it is JUST CZ or NUR FÜR DE or ТОЛЬКО RU? I surely did quite often. I usually just tried pasting a "hello" in the language of the server and ...
- Fri Oct 19, 2018 2:24 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 65230
Re: Friday Facts #265 - Nomenclature & Steam networking
Is the survey working for anyone? I can't access it because "I don't have permission".
EDIT: it works now
EDIT: it works now
- Mon Jan 22, 2018 11:01 am
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 53058
Re: If it's not a feature - it's maybe a Bug ?
Is it intentional that the research center consumes 220MW of power? Seems a bit too big.
- Sun Jan 07, 2018 4:43 pm
- Forum: Modding help
- Topic: Generating electricity from a fluid other than steam?
- Replies: 3
- Views: 1613
Re: Generating electricity from a fluid other than steam?
Thanks, I thought I had done just that, but turns out it wasn't the case.
- Sun Jan 07, 2018 2:41 pm
- Forum: Modding help
- Topic: Generating electricity from a fluid other than steam?
- Replies: 3
- Views: 1613
Generating electricity from a fluid other than steam?
I wanted to use generator entity type for that but turns out it only works with steam. Can I do it without scripting or is a script the only option here?
- Wed May 31, 2017 2:22 pm
- Forum: Modding help
- Topic: Setting a value for multiple items in a grid
- Replies: 1
- Views: 1058
Setting a value for multiple items in a grid
How to get to all equipment with the same name in a vehicle grid and read/set their energy?
- Tue May 30, 2017 1:17 pm
- Forum: Modding help
- Topic: I think I made an obvious mistake in control.lua
- Replies: 4
- Views: 1959
Re: I think I made an obvious mistake in control.lua
Thanks so much!
- Mon May 29, 2017 9:22 pm
- Forum: Modding help
- Topic: I think I made an obvious mistake in control.lua
- Replies: 4
- Views: 1959
I think I made an obvious mistake in control.lua
--control.lua
require "util"
script.on_event({defines.events.on_tick},
function (e)
if game.player.character.vehicle.name ~= nil
then if game.player.character.vehicle.name == "car"
and game.player.character.vehicle.grid.avabile_in_batteries == 0
then game.player.character.vehicle.speed = 0 ...
require "util"
script.on_event({defines.events.on_tick},
function (e)
if game.player.character.vehicle.name ~= nil
then if game.player.character.vehicle.name == "car"
and game.player.character.vehicle.grid.avabile_in_batteries == 0
then game.player.character.vehicle.speed = 0 ...
- Tue May 23, 2017 1:33 pm
- Forum: Ideas and Requests For Mods
- Topic: A Mountain of Ideas
- Replies: 9
- Views: 11043
Re: A Mountain of Ideas
The modules on vehicles seem right.. I'll give it a shot.
- Tue May 23, 2017 1:25 pm
- Forum: Modding help
- Topic: trouble with infinite-use wires
- Replies: 7
- Views: 3705
Re: trouble with infinite-use wires
@Roblin
I disagree with the post written by mrvn who wrote the following:
Sorry to be unhelpful. I don't know the modding API. But this spiked some thoughts so I wanted to reply.
I think the way copper wires are free when you place power poles is wrong. Which, I believe, is also why removing a ...
I disagree with the post written by mrvn who wrote the following:
Sorry to be unhelpful. I don't know the modding API. But this spiked some thoughts so I wanted to reply.
I think the way copper wires are free when you place power poles is wrong. Which, I believe, is also why removing a ...
- Mon May 22, 2017 2:42 pm
- Forum: Modding help
- Topic: trouble with infinite-use wires
- Replies: 7
- Views: 3705
Re: trouble with infinite-use wires
That's why I don't agree with you:
Imagine such a situation:

(sry for the quality)
Imagine such a situation:

(sry for the quality)
- Mon May 22, 2017 2:32 pm
- Forum: Modding help
- Topic: Updating a Mod from 1.2 to 1.5
- Replies: 4
- Views: 2213
Re: Updating a Mod from 1.2 to 1.5
Post the mod, so we can help you.
- Mon May 22, 2017 2:22 pm
- Forum: Modding help
- Topic: Fluid storage in train/car entity
- Replies: 2
- Views: 1980
Re: Fluid storage in train/car entity
Thanks! I think I can work around it though.
- Sun May 21, 2017 7:47 pm
- Forum: Modding help
- Topic: Locale strings from data.lua
- Replies: 9
- Views: 3841
Re: Locale strings from data.lua
Oh, i see...
I don't know if that's possible in Factorio or not, but in C++ (on which the game is based) you can do many entities from a prototype, with some values shared (max health, damage, etc.) and some other different for each entity (current health or your "power level").
Maybe you could ...
I don't know if that's possible in Factorio or not, but in C++ (on which the game is based) you can do many entities from a prototype, with some values shared (max health, damage, etc.) and some other different for each entity (current health or your "power level").
Maybe you could ...
- Sun May 21, 2017 7:35 pm
- Forum: Modding help
- Topic: delayed effect
- Replies: 3
- Views: 1760
Re: delayed effect
Try using a lua function, the busy wait solution.
http://lua-users.org/wiki/SleepFunction
I have no idea if it's correct, but try it.
http://lua-users.org/wiki/SleepFunction
I have no idea if it's correct, but try it.
- Sun May 21, 2017 3:52 pm
- Forum: Modding help
- Topic: Locale strings from data.lua
- Replies: 9
- Views: 3841
Re: Locale strings from data.lua
Could you specify what kind of mod you are making?
Making entities undistinguishable from ones already in game is usually pretty stupid...
You can make shortcuts, like the "mods" folder.
Making entities undistinguishable from ones already in game is usually pretty stupid...
You can make shortcuts, like the "mods" folder.
- Sun May 21, 2017 1:46 pm
- Forum: Modding help
- Topic: Fluid storage in train/car entity
- Replies: 2
- Views: 1980
Fluid storage in train/car entity
I would like to add fluid capacity to a locomotive ( not to a wagon), so it gets consumed as the train moves.
The "consume" part will probably be easier, so I only ask for help with the "fluid capacity" part.
Adding total_capacity = x or fluid_capacity = x in the code does nothing.
I tried to add a ...
The "consume" part will probably be easier, so I only ask for help with the "fluid capacity" part.
Adding total_capacity = x or fluid_capacity = x in the code does nothing.
I tried to add a ...
- Sun Nov 20, 2016 5:13 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 701701
Re: Simple Questions and Short Answers
I'm in peaceful mode. Can an alien attack be triggered by pollution?