Search found 14 matches
- Fri Nov 21, 2014 9:13 am
- Forum: Maps and Scenarios
- Topic: How to make a working market?
- Replies: 2
- Views: 10946
Re: How to make a working market?
https://forums.factorio.com/wiki/index.php?title=Lua/Market https://forums.factorio.com/wiki/index.php?title=Lua/Game#getentitybytag How to use it: control.lua: require "defines" game.oninit(function() local market = game.getentitybytag("market") market.addmarketitem{price={{&quo...
- Thu Nov 13, 2014 10:21 am
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Multiplayer Server List
- Replies: 17
- Views: 28137
Re: Factorio Multiplayer Server Finder Program
I would suggest to fix your C# Application first :) 'I bet there is a better solution to this ...but well! Yes, there is. For example: to check if string is correct IP Address you can use IPAddress.TryParse . For port number you can use regular expressions. In PHP, as I can't test any C# right now, ...
- Tue Nov 04, 2014 8:25 am
- Forum: Ideas and Requests For Mods
- Topic: Skill mod
- Replies: 4
- Views: 3417
Re: Skill mod
It is possible to create mod like that, but not necessarily with all things you wrote about. For sure you can modify health (not sure about max health; I think I saw "game.player.character.maxhealth" somewhere), health regeneration (not directly; you can make player lose health if you want...
- Fri Oct 24, 2014 12:51 pm
- Forum: Gameplay Help
- Topic: [Solved]Map editor - Research
- Replies: 5
- Views: 16597
Re: Map editor - Research
You can not do it in map editor (or i don't know how :) ). Yes, you can do it via script/mod Here you have working (probably) script/mod: require "defines" local techs = { "laser", "steel-processing" } for tech in techs do game.player.force.technologies[tech].researched...
- Fri Oct 24, 2014 11:44 am
- Forum: Ideas and Requests For Mods
- Topic: Underground wires
- Replies: 13
- Views: 7698
Re: Underground wires
You can create "power pole" that will deliver power in 1x1 radius but it will block ability to build on that tile - there will be no point in it. Power pole prototype can not be non-blocking = it will always block buildings on tile it does exist, so it kills any reasonable way of creating ...
- Fri Oct 24, 2014 7:18 am
- Forum: Modding help
- Topic: GUI Buttons
- Replies: 5
- Views: 3335
Re: GUI Buttons
You can add this little code to your if elseif statement in onguiclick event, before end: else game.player.print(event.element.name or "Element missing name!") It should print you a name of gui element clicked or "Element name missing!" in case it doesn't exists (== nil). It shou...
- Wed Oct 22, 2014 8:54 pm
- Forum: Modding help
- Topic: GUI Buttons
- Replies: 5
- Views: 3335
Re: GUI Buttons
game.onevent(defines.events.onguiclick, function(event) if event.element.name == "your-button-name" then -- example: heal player game.player.character.health = 100 -- example: add 10 iron plate game.player.insert({name="iron-plate", count="10"}) end end) Not tested, bu...
- Wed Sep 17, 2014 9:44 am
- Forum: Ideas and Requests For Mods
- Topic: MultiPlayer.......[Request]
- Replies: 4
- Views: 4672
Re: MultiPlayer.......[Request]
Next version (0.11) that is planned for October will have multiplayer according to roadmap.
These is no point in creating mod for it now.
These is no point in creating mod for it now.
- Tue Sep 16, 2014 1:38 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 77581
Re: [0.10.x] Factorio Maps
using (just a test) game.onload(function() game.daytime = 0 game.takescreenshot{} end) works like I expect, taking a screenshot in broad daylight. When I change it to game.onload(function() game.daytime = 0 game.takescreenshot{} game.daytime = .5 end) It takes a screenshot in the dark. I've seen th...
- Tue Sep 16, 2014 10:55 am
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 77581
Re: [0.10.x] Factorio Maps
Setting it to 0,0 will give more consistency in case of map update (player position may change, 0,0 should always be in same place).Phillip_Lynx wrote:Maybe centered on Player position at start??
- Tue Sep 16, 2014 10:13 am
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 77581
Re: [0.10.x] Factorio Maps
I don't think you do only the max zoom level in png, and the rest in jpg, because you have to specify the format in the index.html You can use if statement in JavaScript part of index.html to load files based on zoom level. This should theoretically work, but I can't test it right now: CustomMapTyp...
- Thu Aug 21, 2014 6:52 am
- Forum: Modding help
- Topic: ned help with making mod
- Replies: 6
- Views: 2548
Re: ned help with making mod
You are right Turtle, there is no need to use a mod, unless if he want it for every game / future mod techs, then mod would be ok. Speedy45, if you want to have all technologies researched every time with modification turned on, you should do it like this: require "defines" game.oninit(fun...
- Wed Aug 20, 2014 8:47 pm
- Forum: Modding help
- Topic: ned help with making mod
- Replies: 6
- Views: 2548
Re: ned help with making mod
If you would share code that you are using, then someone could help you. Right now we don't know anything.
- Tue Aug 19, 2014 11:06 am
- Forum: Modding help
- Topic: technology effects
- Replies: 6
- Views: 2905
Re: technology effects
Actually you can do regeneration bonuses with some hacking around. You can check if technology is researched, you can run function every tick, you can have some global variables. So what is a problem? Of course you don't have real values for regeneration (how much per how many ticks) but you can gue...