Search found 9 matches

by quake513
Wed Aug 30, 2023 2:38 am
Forum: Modding discussion
Topic: New scenario need some help with understanding events.
Replies: 5
Views: 1467

Re: New scenario need some help with understanding events.

thanks for the help got it to work.
first how are ya'll getting the white box for the code? ( in the Froms)

this is the code that i was able to get to work as a command.
Code:
/c local player = game.players["user_name"]; local target_force = game.forces["force_name"]; if player and target_force ...
by quake513
Sat Aug 26, 2023 1:04 am
Forum: Modding discussion
Topic: New scenario need some help with understanding events.
Replies: 5
Views: 1467

Re: New scenario need some help with understanding events.

thanks for the help.

how would i change a player's force?

i have tried the following but it does not seem to work.
Is there a way to see what force a player is in?

code 1)
-- Find the player by name
local target_player_name = "quake513" -- Replace with the actual player name
local target_force ...
by quake513
Thu Aug 24, 2023 12:41 am
Forum: Modding discussion
Topic: New scenario need some help with understanding events.
Replies: 5
Views: 1467

New scenario need some help with understanding events.

Trying to make a scenario with multiple dimensions I've just about got the transportation between the dimensions solved using teleporters to simplify stuff. However I know you can add events to create messages and some other items without having to do a whole lot of scripting.
If I understand that ...
by quake513
Tue Jul 10, 2018 12:51 am
Forum: Implemented Suggestions
Topic: Option to disable auto-repair by pers. roboport robots.
Replies: 65
Views: 27525

Personal robo port toggle

Idea
Once you have a Portable robo port there should be an option in the inventory menu under the logistics area for your construction robots to be toggled on and off. OR Have a different type of deconstruction planner that only your robo port would use.

Example A; Say there's a huge part of your ...
by quake513
Fri Jun 29, 2018 3:40 pm
Forum: Modding help
Topic: Scripts ? How do you start making mods ?
Replies: 5
Views: 1637

Re: Scripts ? How do you start making mods ?

Ok thank you
by quake513
Thu Jun 28, 2018 11:59 pm
Forum: Modding help
Topic: Scripts ? How do you start making mods ?
Replies: 5
Views: 1637

Scripts ? How do you start making mods ?

I am wanting to make a custom scenario but trying to understand how to write script for Factorio, and i thought that the modding community would be able to help me.
Does Factorio use the same scripting style/type for the mods as for the scenario? I know that the scenario uses .lua script.
What I am ...
by quake513
Thu Jun 28, 2018 12:33 am
Forum: General discussion
Topic: Map Editor / Scenario How To
Replies: 4
Views: 2833

Re: Map Editor / Scenario How To

Thanks

How to go about writing scripts for Factorio?
by quake513
Wed Jun 27, 2018 9:07 am
Forum: General discussion
Topic: Map Editor / Scenario How To
Replies: 4
Views: 2833

Re: Map Editor / Scenario How To

-------------------- Hot keys --------------------

Options; Controls Settings; Editor

Remove Entity : X
Edit Entity Details : T
Show All Difficulties : F8
Show Easy Difficulties : F9
Show Normal Difficulties : F10
Show Hard Difficulties : F11

-------------------- Scenario ...
by quake513
Wed Jun 27, 2018 2:35 am
Forum: General discussion
Topic: Map Editor / Scenario How To
Replies: 4
Views: 2833

Map Editor / Scenario How To

Ok Started working with the Map Editor, and I have been looking for info on how to use the editor on an advance level. Some of the things I am look for are:

1) Key board shortcuts / Hot keys to edit properties?
2) What is the surface tab do and how dose it work?
3) How can I add scenario actions ...

Go to advanced search