Search found 9 matches
- Wed Aug 30, 2023 2:38 am
- Forum: Modding discussion
- Topic: New scenario need some help with understanding events.
- Replies: 5
- Views: 822
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 a...
- Sat Aug 26, 2023 1:04 am
- Forum: Modding discussion
- Topic: New scenario need some help with understanding events.
- Replies: 5
- Views: 822
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_f...
- Thu Aug 24, 2023 12:41 am
- Forum: Modding discussion
- Topic: New scenario need some help with understanding events.
- Replies: 5
- Views: 822
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 c...
- Tue Jul 10, 2018 12:51 am
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 22776
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 ba...
- Fri Jun 29, 2018 3:40 pm
- Forum: Modding help
- Topic: Scripts ? How do you start making mods ?
- Replies: 5
- Views: 1311
Re: Scripts ? How do you start making mods ?
Ok thank you
- Thu Jun 28, 2018 11:59 pm
- Forum: Modding help
- Topic: Scripts ? How do you start making mods ?
- Replies: 5
- Views: 1311
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 ...
- Thu Jun 28, 2018 12:33 am
- Forum: General discussion
- Topic: Map Editor / Scenario How To
- Replies: 4
- Views: 2213
Re: Map Editor / Scenario How To
Thanks
How to go about writing scripts for Factorio?
How to go about writing scripts for Factorio?
- Wed Jun 27, 2018 9:07 am
- Forum: General discussion
- Topic: Map Editor / Scenario How To
- Replies: 4
- Views: 2213
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 -------------------- Will n...
- Wed Jun 27, 2018 2:35 am
- Forum: General discussion
- Topic: Map Editor / Scenario How To
- Replies: 4
- Views: 2213
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? Li...