I actually wanted to be able to see the building when placing it and make it invisible after. The solution I found was to replace the entity with an invisible one and attach the animation to it
If anyone knows of a better way to do it please tell me
Search found 33 matches
- Thu Dec 19, 2024 12:51 pm
- Forum: Modding help
- Topic: completely replacing entity graphics
- Replies: 2
- Views: 178
- Thu Dec 19, 2024 11:33 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] A.N.T (Autonomous Nano Teleporter)
- Replies: 1
- Views: 324
Re: [Request] A.N.T (Autonomous Nano Teleporter)
I'm now trying to revive a slightly similar mod and could use some suggestions: Tesseract, it will store a huge amount of energy and matter (items and liquids) and make them available anywhere through equipment and teleporters, my idea is to make it available from the start but you have to keep it ...
- Thu Dec 19, 2024 10:47 am
- Forum: Ideas and Requests For Mods
- Topic: New chest for the Logitic Network
- Replies: 4
- Views: 427
Re: New chest for the Logitic Network
a good way to automate this is this mod https://mods.factorio.com/mod/Construct ... rom=search
- Thu Dec 19, 2024 10:17 am
- Forum: Modding help
- Topic: saving data into "storage" is not working for me (solved)
- Replies: 2
- Views: 170
Re: saving data into "storage" is not working for me (solved)
found the problem: I forgot to use script.register_metatable after setting the meta-table
- Tue Dec 17, 2024 4:46 pm
- Forum: Modding help
- Topic: saving data into "storage" is not working for me (solved)
- Replies: 2
- Views: 170
saving data into "storage" is not working for me (solved)
Can someone help me find what's wrong with my code? it looks like I can't save complex objects in the storage variable
function tesseract_game:save()
if self.tesseracts ~= nil then
storage.tesseracts = self.tesseracts
end
if self.pointers ~= nil then
storage.pointers = self.pointers
end ...
function tesseract_game:save()
if self.tesseracts ~= nil then
storage.tesseracts = self.tesseracts
end
if self.pointers ~= nil then
storage.pointers = self.pointers
end ...
- Mon Dec 09, 2024 9:30 pm
- Forum: Modding help
- Topic: completely replacing entity graphics
- Replies: 2
- Views: 178
completely replacing entity graphics
I want to replace the graphics of an entity (in this case a chest) with a custom animation, I know how to make an animation on top of the entity but my custom animation has transparent parts so I want to make the entity invisible after it is placed, do anyone know how to do it?
- Mon Nov 25, 2024 12:21 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 18
- Views: 1858
Re: [2.0.14] Add more ways for quality to affect items
if every statistic had 2 values or a "quality_effects" table were introduced the whole prototype system would have to be rewritten if we use different itens for each quality only minor changes would be required
If you wanna change only a few properties of an item/entity/equip/etc you can easily copy ...
If you wanna change only a few properties of an item/entity/equip/etc you can easily copy ...
- Wed Nov 20, 2024 9:01 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 18
- Views: 1858
Re: [2.0.14] Add more ways for quality to affect items
I'm not sure if UberWaffe's idea was well understood, what we do want is a different item for each quality so we can freely specify all of its properties, each item will be able to place its entities, equipment, etc, and everything could be customized at will the main difference from the old system ...
- Sat Nov 16, 2024 1:33 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 18
- Views: 1858
Re: [2.0.14] Add more ways for quality to affect items
(I suspect the quality approach is too far down the line to change, but here it is anyway.)
How I would have liked the quality engine and lua to have worked:
TL;DR
More like next_upgrade. Separate prototype item / entity / recipe per quality level, instead of linear modifiers scattered all ...
- Fri Nov 08, 2024 7:35 pm
- Forum: Modding interface requests
- Topic: Furnace recipe with optional ingredient
- Replies: 0
- Views: 122
Furnace recipe with optional ingredient
I was trying to make a furnace that can receive a air filter as optional ingredient to change the recipe into one that don't make pollution (the other ingredient is a fluid) I successfully made 2 recipes with and without the filter but when I try to insert the filter in the furnace I receive a msg ...
- Tue Mar 31, 2020 11:28 am
- Forum: Modding discussion
- Topic: problem with LuaTechnology.level
- Replies: 5
- Views: 1995
Re: problem with LuaTechnology.level
thanks, picklock now I can make a code to circumvent this problem, but I still think this kind of unintuitive feature deserves a better explanation
- Mon Mar 30, 2020 8:33 pm
- Forum: Modding discussion
- Topic: problem with LuaTechnology.level
- Replies: 5
- Views: 1995
Re: problem with LuaTechnology.level
I'm sorry but if you consider this vague sentence an explanation I think there's something wrong with you
- Mon Mar 30, 2020 7:38 pm
- Forum: Modding discussion
- Topic: problem with LuaTechnology.level
- Replies: 5
- Views: 1995
problem with LuaTechnology.level
in techs with multiple levels, LuaTechnology.level is showing level + 1 except when level = max level
Am I missing something? Is it a bug? If this is the normal behavior I think it should be explained in the documentation since it's unintuitive
Am I missing something? Is it a bug? If this is the normal behavior I think it should be explained in the documentation since it's unintuitive
- Fri Mar 27, 2020 2:47 pm
- Forum: Modding help
- Topic: rotatable rectangular entity
- Replies: 1
- Views: 823
rotatable rectangular entity
I made a 3x2 assembler to make hydrogen from heat, it should be peaceable like a heat exchanger but the game always places it in weird positions I made a hack to avoid this (made it placeable off-grid, made a heat-boiler fake entity and replace the fake for the true one using code) but I'd like to ...
- Mon Apr 29, 2019 9:07 pm
- Forum: Modding interface requests
- Topic: Allow inserters to take from burnt_result_inventory
- Replies: 2
- Views: 1289
Re: Allow inserters to take from burnt_result_inventory
I have the same problem: I made furnaces that use hydrogen bottles as fuel and the inserters just don't take the used bottles from the used fuel inventory I really would like to solve this problem without a runtime script
- Sat Sep 01, 2018 4:18 pm
- Forum: Modding help
- Topic: Help with making an entity non-rotateble
- Replies: 4
- Views: 2046
Re: Help with making an entity non-rotateble
try
flags = {"player-creation","placeable-neutral", "not-rotatable"}
flags = {"player-creation","placeable-neutral", "not-rotatable"}
- Thu Jul 26, 2018 1:13 pm
- Forum: Modding help
- Topic: tertiary power assembling machine
- Replies: 0
- Views: 681
tertiary power assembling machine
I made an extremely power hungry assembling machine and set it to tertiary power so it would work using only if the factory has enough energy for other processes
It works, it uses only excess energy from the factory, but when paired with accumulators some weird things happen:
The accumulators don ...
It works, it uses only excess energy from the factory, but when paired with accumulators some weird things happen:
The accumulators don ...
- Wed Jul 25, 2018 12:38 pm
- Forum: Implemented mod requests
- Topic: Target temperature for heat energy source
- Replies: 6
- Views: 2696
Re: Target temperature for heat energy source
Thanks, Klonan
I just can't wait to make heat-factories
I just can't wait to make heat-factories
- Tue Jul 24, 2018 4:37 pm
- Forum: Implemented mod requests
- Topic: Target temperature for heat energy source
- Replies: 6
- Views: 2696
Re: Target temperature for heat energy source
The way it is now furnaces and assembling machines can work using heat energy source just like heat exchangers
I made a heat-furnace but it starts working as soon as the temperature rises above 15C and this far from realistic
With a target temperature in the energy source, we can make realistic ...
I made a heat-furnace but it starts working as soon as the temperature rises above 15C and this far from realistic
With a target temperature in the energy source, we can make realistic ...
- Tue Jul 24, 2018 1:47 pm
- Forum: Implemented mod requests
- Topic: Target temperature for heat energy source
- Replies: 6
- Views: 2696
Target temperature for heat energy source
I'd like to see more entities using heat energy source (not only boilers), but most heat processes require a temperature much above 15C to work in real life
I'm planning to produce hydrogen via pyrolysis at 800C, and I'm quite sure other modders will think in creative ways to use heat too
I'd ...
I'm planning to produce hydrogen via pyrolysis at 800C, and I'm quite sure other modders will think in creative ways to use heat too
I'd ...