I'd like a way to access the current shooting cooldown of a character, i.e. the current time until the character can shoot again, during control stage. Read and write.
I've made a mod that allows the player to jump, which works by replacing the character entity (for collision, belt immunity ...
Search found 75 matches
- Fri Sep 15, 2023 1:32 pm
- Forum: Modding interface requests
- Topic: Character Shooting Cooldown
- Replies: 0
- Views: 539
- Sat Feb 20, 2021 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Replay Saving on Headless
- Replies: 3
- Views: 1730
Replay Saving on Headless
I'd like to create a save with replay enabled using headless. I'm unable to do this with the --create command line parameter as there is no documented way to enable replay saving.
We're playing multiplayer speedruns and due to performance/network reasons headless seems to be best way for us to ...
We're playing multiplayer speedruns and due to performance/network reasons headless seems to be best way for us to ...
- Sun Feb 07, 2021 10:10 am
- Forum: Technical Help
- Topic: [0.18.18] Headless Server and Replay
- Replies: 1
- Views: 1341
Re: [0.18.18] Headless Server and Replay
I'm also interested in how to do this on the current version.
- Fri Jan 15, 2021 12:51 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Drag Placing outside player range still bugged
- Replies: 3
- Views: 1529
Re: [1.1.11] Drag Placing outside player range still bugged
I edited the video, also youtube upload https://youtu.be/EFqCI736-7A
- Thu Jan 14, 2021 7:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Drag Placing outside player range still bugged
- Replies: 3
- Views: 1529
[kovarex] [1.1.11] Drag Placing outside player range still bugged
See video and new comments in 94359
- Thu Jan 14, 2021 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Underground pipe dragging borked
- Replies: 2
- Views: 2929
Re: [1.1.11] Underground pipe dragging borked
Some more reproduction.
- Fri May 22, 2020 2:53 pm
- Forum: Maps and Scenarios
- Topic: Tower Defense Scenario [beta]
- Replies: 4
- Views: 12613
Re: Tower Defense Scenario [beta]
Edit: If you are asking this in 2020, you are probably asking about the version of the map that ZwerOxotnik converted to 0.18. Which I tested just now. The changes to the tech tree in 0.17 and 0.18 broke some stuff on the map which the ZwerOxotnik did not fix, so you might want to stay away from ...
- Fri May 22, 2020 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Tooltip text descriptions for more entities
- Replies: 0
- Views: 723
Tooltip text descriptions for more entities
TL;DR
Give more entities a short description text in their tooltips.
What ?
This came up recently when I was playing with people that were very new to the game. They found the tooltips for the first few items quite useful, in particular for figuring out power and complained that they didn't ...
Give more entities a short description text in their tooltips.
What ?
This came up recently when I was playing with people that were very new to the game. They found the tooltips for the first few items quite useful, in particular for figuring out power and complained that they didn't ...
- Sat Oct 27, 2018 12:48 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 275165
Re: Friday Facts #266 - Cleanup of mechanics
I like the direction of these changes. Obviously factorio is a complex game but these changes mostly dont take away from the main complexity and instead allow players to put more focus on those and just remove distractions. I do not watch people like AntiElitz play because they are so good at ...
- Fri Aug 03, 2018 11:19 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 103064
Re: Friday Facts #254 - No research queue for you
From my first playthrough, even without research queue new recipes are overlooked. if this is a priority then some other solution is needed, e.g. highlight newly unlocked recipes.
The tech tree is too bloated. There's stuff like laser or flight that doesn't do anything. There's so many tiers of ...
The tech tree is too bloated. There's stuff like laser or flight that doesn't do anything. There's so many tiers of ...
- Sat Apr 07, 2018 4:51 pm
- Forum: Modding interface requests
- Topic: Allow artillery_range_modifier between -1 and 0
- Replies: 2
- Views: 1557
Re: Allow artillery_range_modifier between -1 and 0
You can make the range smaller with a modifier value between 0 (=no range) and 1 (=current range).. not with values from -1 to 0..
Greetings
Lovely_santa
https://i.imgur.com/HP4EPnx.png
Setting the value to 0 gives it default range, setting it to 1 gives double range. Same as with all modifier ...
Greetings
Lovely_santa
https://i.imgur.com/HP4EPnx.png
Setting the value to 0 gives it default range, setting it to 1 gives double range. Same as with all modifier ...
- Fri Apr 06, 2018 4:55 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 44537
Re: Friday Facts #237 - Rich & interactive text
I have a pet peeve about prototype names in this game. I have a list of prototype names in the game that I've misspelled, just in the last month, during modding.
{
["gear-wheel"] = "iron-gear-wheel",
["iron-gearwheel"] = "iron-gear-wheel",
["machine-gun"] = "submachine-gun",
ammo = "firearm ...
{
["gear-wheel"] = "iron-gear-wheel",
["iron-gearwheel"] = "iron-gear-wheel",
["machine-gun"] = "submachine-gun",
ammo = "firearm ...
- Fri Apr 06, 2018 12:07 pm
- Forum: Pending
- Topic: Joined game, was paused for me host could move
- Replies: 5
- Views: 3322
Re: Joined game, was paused for me host could move
One error source is the following: The function story_show_message_dialog in lualib/story.lua appears to check for player count where it should check for wether the game is in multiplayer mode, because the check for wether the game is in multiplayer was added only recently. Until that is fixed, here ...
- Fri Apr 06, 2018 11:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Sprite Path from file not working
- Replies: 6
- Views: 3162
Re: [0.16.36] Sprite Path from file not working
The alien artifact icon is in base but only as an image file, not an item, which is why I was looking at file sprite paths in the first place. Since I am working with a scenario I'll look into how the tutorials are doing this.
- Thu Apr 05, 2018 9:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Sprite Path from file not working
- Replies: 6
- Views: 3162
[0.16.36] Sprite Path from file not working
According to the documentation on sprite paths it is possible to load sprite files from base. I cannot get this to work in sprite buttons. As a minimal example, the following two commands create a button, however it is invisible although the file exists in the base mod.
/c game.player.gui.top.add ...
/c game.player.gui.top.add ...
- Thu Apr 05, 2018 12:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.32] Direction of rail-remnant always reads as 0
- Replies: 2
- Views: 1403
[0.16.32] Direction of rail-remnant always reads as 0
I am reading the direction of rail-remnants and it comes out zero no matter which direction the remnants are facing. For example the following command will only print 0 on the campaign level new-hope-2 which contains all sorts of rail remnants.
/c for _, ent in pairs(game.player.surface.find ...
/c for _, ent in pairs(game.player.surface.find ...
- Sun Apr 01, 2018 12:14 pm
- Forum: Modding interface requests
- Topic: Allow artillery_range_modifier between -1 and 0
- Replies: 2
- Views: 1557
Allow artillery_range_modifier between -1 and 0
For the scenario I'm working on I would like to decrease the range of the artillery turret without adding or changing prototypes. Since the artillery range modifier already exists for forces, can negative values greater than -1 be allowed?
- Wed Mar 28, 2018 12:21 am
- Forum: Maps and Scenarios
- Topic: Tower Defense Scenario [beta]
- Replies: 4
- Views: 12613
Tower Defense Scenario [beta]
Factorio Tower Defense Scenario
This is factorio in a tower defense style scenario. I'm still working on it but it's playable and hopefully enjoyable. It was intended as a campaign level as you might find in other RTS games. As a result it is faster paced than sandbox mode and the factorio ...
This is factorio in a tower defense style scenario. I'm still working on it but it's playable and hopefully enjoyable. It was intended as a campaign level as you might find in other RTS games. As a result it is faster paced than sandbox mode and the factorio ...
- Sun Mar 25, 2018 6:50 pm
- Forum: Already exists
- Topic: ability to clone cliffs
- Replies: 1
- Views: 1511
Re: ability to clone cliffs
You can pass the cliff orientation to create_entity, though I agree this should be documented in the api. Example:
Code: Select all
/c game.player.surface.create_entity{name="cliff", position=game.player.position, cliff_orientation = "north-to-south"}
- Sat Mar 24, 2018 2:06 am
- Forum: Modding interface requests
- Topic: Shared code in mod scenario and mod main code
- Replies: 0
- Views: 874
Shared code in mod scenario and mod main code
I have some utility code inside my mod that I would like to use in the scenarios of the mod as well as in the data.lua and control.lua of the mod itself. When I tested it, files that were in the mod's root couldn't be included in a scenario. Storing the code in a scenario would probably allow me to ...