Search found 13 matches
- Mon Mar 26, 2018 10:40 pm
- Forum: Mods
- Topic: [MOD 0.15] Computer Mods
- Replies: 7
- Views: 5310
Re: [MOD 0.15] Computer Mods
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 durin...
- Tue Dec 05, 2017 11:04 am
- Forum: Modding help
- Topic: New line in text-box Gui element
- Replies: 3
- Views: 1775
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 th...
- Mon Nov 27, 2017 11:28 pm
- Forum: Mods
- Topic: [MOD 0.15] Computer Mods
- Replies: 7
- Views: 5310
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: 5310
[MOD 0.15] Computer Mods
Computer is a modification for Factorio thatโs 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 required to ...
- Sun Nov 12, 2017 11:39 am
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2058
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: 2058
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 n...
- Fri Nov 10, 2017 2:47 pm
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2058
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...
- Fri Nov 10, 2017 2:02 pm
- Forum: Implemented mod requests
- Topic: shooting_state (auto attack)
- Replies: 6
- Views: 2058
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 = play...
- Tue Oct 24, 2017 1:35 pm
- Forum: Modding discussion
- Topic: Shooting state is not writeable
- Replies: 5
- Views: 2336
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.pass...
- Wed Oct 11, 2017 3:26 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 8108
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]...
- Wed Sep 27, 2017 6:42 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 8108
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...
- Wed Sep 20, 2017 7:31 pm
- Forum: Mods
- Topic: [MOD 0.15] Scriptable Drones v0.4.0
- Replies: 14
- Views: 8108
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: 8108
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 gro...