Hi,
Sorry to answer only now, I'm watching the other feeds (mods.factorio.com & github) and since there was almost nothing happening here I was spending less :/
(Ideally, an email alert system could be set up on mods.factorio.com and forums.factorio.com ^^)
So, yes it run as much as it can during ...
Search found 13 matches
- Mon Mar 26, 2018 10:40 pm
- Forum: Mods
- Topic: [MOD 0.15] Computer Mods
- Replies: 7
- Views: 6058
- Tue Dec 05, 2017 11:04 am
- Forum: Modding help
- Topic: New line in text-box Gui element
- Replies: 3
- Views: 2226
New line in text-box Gui element
Hi,
I am working on the mod Computer core and I have a problem with the element "text-box" :
"Copy / Past" function does not work well, which makes complex script development difficult (New lines are skipped)
I guess you're already aware of this problem, but I was wondering if there was a way to ...
I am working on the mod Computer core and I have a problem with the element "text-box" :
"Copy / Past" function does not work well, which makes complex script development difficult (New lines are skipped)
I guess you're already aware of this problem, but I was wondering if there was a way to ...
- Mon Nov 27, 2017 11:28 pm
- Forum: Mods
- Topic: [MOD 0.15] Computer Mods
- Replies: 7
- Views: 6058
Re: [MOD 0.15] Computer Mods
New version done,
Add a placeable computer on the ground and 2 new APIs (LAN and WLAN)
@lost I answered you by private message, I do not know if you saw
Add a placeable computer on the ground and 2 new APIs (LAN and WLAN)
@lost I answered you by private message, I do not know if you saw

- Mon Nov 13, 2017 7:51 pm
- Forum: Mods
- Topic: [MOD 0.15] Computer Mods
- Replies: 7
- Views: 6058
[MOD 0.15] Computer Mods
Computer is a modification for Factorio that’s all about computer programming. It allows you to write programs using the Lua programming language.
https://mods-data.factorio.com/pub_data/media_files/cKf3maIDrcBx.jpg
Name: Computer Core
Description: This the main part of computer mod, is ...
https://mods-data.factorio.com/pub_data/media_files/cKf3maIDrcBx.jpg
Name: Computer Core
Description: This the main part of computer mod, is ...
- Sun Nov 12, 2017 11:39 am
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2535
Re: shooting_state (auto attack)
Thank you, so I'm waiting for 0.16 impatiently (but it was already the case ^^)
- Fri Nov 10, 2017 7:56 pm
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2535
Re: shooting_state (auto attack)
Initially I was trying with this code (And to be sure, I try again):
car.passenger = car.surface.create_entity({
name = "player",
force = player.force,
position = car.position
})
car.passenger.shooting_state = {
state = defines.shooting.shooting_enemies,
position = position
}
But it does ...
car.passenger = car.surface.create_entity({
name = "player",
force = player.force,
position = car.position
})
car.passenger.shooting_state = {
state = defines.shooting.shooting_enemies,
position = position
}
But it does ...
- Fri Nov 10, 2017 2:47 pm
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2535
Re: shooting_state (auto attack)
Thank you for your return, but not work :(
I tried :
car.passenger.update_selected_entity(position)
game.print(car.passenger.selected.type)
-- result: "unit-spawner"
game.print(car.passenger.shooting_state)
-- result: table:0x00... {state=0, position={y=0,x=0}}
car.passenger.shooting_state ...
I tried :
car.passenger.update_selected_entity(position)
game.print(car.passenger.selected.type)
-- result: "unit-spawner"
game.print(car.passenger.shooting_state)
-- result: table:0x00... {state=0, position={y=0,x=0}}
car.passenger.shooting_state ...
- Fri Nov 10, 2017 2:02 pm
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2535
shooting_state (auto attack)
Hi,
I'm working on a mod onboard_computer and I would like to allow a non-player entity to attack a position.
Ex:
-- car is an entity type="car" (car, tank...)
-- player is the player who started the script
car.passenger = car.surface.create_entity({
name = "player",
force = player.force ...
I'm working on a mod onboard_computer and I would like to allow a non-player entity to attack a position.
Ex:
-- car is an entity type="car" (car, tank...)
-- player is the player who started the script
car.passenger = car.surface.create_entity({
name = "player",
force = player.force ...
- Tue Oct 24, 2017 1:35 pm
- Forum: Modding discussion
- Topic: Shooting state is not writeable
- Replies: 5
- Views: 2779
Re: Shooting state is not writeable
Hi,
I have the same problem : I'm trying to create a mod that allows to automate vehicles (car, tank) and I can't get them to attack :/
Did you find a solution ?
I tried :
car.passenger = car.surface.create_entity({
name = "player",
force = player.force,
position = car.position
})
car ...
I have the same problem : I'm trying to create a mod that allows to automate vehicles (car, tank) and I can't get them to attack :/
Did you find a solution ?
I tried :
car.passenger = car.surface.create_entity({
name = "player",
force = player.force,
position = car.position
})
car ...
- Wed Oct 11, 2017 3:26 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 9319
Re: [MOD 0.15] Scriptable Drones v0.4.0
Hello,
Out of curiosity, I look at the mod code.
I propose some modifications:
In the "detect_range" function, replace:
out_arr[v.name] = {pos = v.position}
By :
if out_arr[v.name] == nill then
out_arr[v.name] = {}
end
if v.type == "resource" then
out_arr[v.name][#out_arr[v.name] + 1 ...
Out of curiosity, I look at the mod code.
I propose some modifications:
In the "detect_range" function, replace:
out_arr[v.name] = {pos = v.position}
By :
if out_arr[v.name] == nill then
out_arr[v.name] = {}
end
if v.type == "resource" then
out_arr[v.name][#out_arr[v.name] + 1 ...
- Wed Sep 27, 2017 6:42 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 9319
Re: [MOD 0.15] Scriptable Drones v0.4.0
Hello,
I tested a small mining program and at the end of an ore I have the following error, while there is still 1 ore and not 0.
https://forums.factorio.com/download/file.php?mode=view&id=29279&sid=aa44c139554ac914f91244b33f1a8cb9
I have tested different variants and I have not found how to ...
I tested a small mining program and at the end of an ore I have the following error, while there is still 1 ore and not 0.
https://forums.factorio.com/download/file.php?mode=view&id=29279&sid=aa44c139554ac914f91244b33f1a8cb9
I have tested different variants and I have not found how to ...
- Wed Sep 20, 2017 7:31 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 9319
Re: [MOD 0.15] Scriptable Drones v0.3.0
Cool, and fast 
But, I have a small bug on my side: When I place the drone, it seems to be changing in construction bot (graphic) and goes in the nearest roboport
(No other mod installed)

But, I have a small bug on my side: When I place the drone, it seems to be changing in construction bot (graphic) and goes in the nearest roboport

(No other mod installed)
- Tue Sep 19, 2017 4:19 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 9319
Re: [MOD 0.15] Scriptable Drones v0.2.0
Good mod but you must add some functionality.
I was a fan of the computercraft mod of Minecraft, but in factorio there are already systems to automate almost everything. So we have to do more than is already possible ;)
I might have some ideas:
- A flying robot for fast travel and transport
- A ...
I was a fan of the computercraft mod of Minecraft, but in factorio there are already systems to automate almost everything. So we have to do more than is already possible ;)
I might have some ideas:
- A flying robot for fast travel and transport
- A ...