Hello,
I try to make a mod that makes trains look different depending on their fuel. My question now is: How do I change the properties of e.g. the front lights of a locomotive in a script in a running game?
Thanks in advance,
Phil
Search found 35 matches
- Fri Jul 31, 2020 2:39 pm
- Forum: Modding help
- Topic: Is it possible to change the prototype of an entity during a game?
- Replies: 1
- Views: 915
- Wed Jul 29, 2020 5:36 pm
- Forum: Modding help
- Topic: Changing sprite of a train dynamically
- Replies: 2
- Views: 1248
Changing sprite of a train dynamically
Hello,
A while ago I thought about how cool it would be, if trains using nuclear fuel would glow. Now I try to make a mod for this but I don't know if there is a way to change the sprite of an entity depending on their inventory. Alternativly, is there any way to add the glow via the coloring of ...
A while ago I thought about how cool it would be, if trains using nuclear fuel would glow. Now I try to make a mod for this but I don't know if there is a way to change the sprite of an entity depending on their inventory. Alternativly, is there any way to add the glow via the coloring of ...
- Tue Jul 28, 2020 12:49 pm
- Forum: Desyncs with mods
- Topic: [Fixed][0.17.79] Desync using Mods in Multiplayer (Endless Resources)
- Replies: 7
- Views: 4989
Re: [Fixed][0.17.79] Desync using Mods in Multiplayer (Endless Resources)
Sorry for the late answer, I didn't get a notification for your message... :? You can easily modify my latest version to work for 0.17 by editing the "info.json" file in the mods folder. Just edit the part:
"factorio_version": "0.18",
"dependencies": ["base >= 0.18.0"]
to:
"factorio_version ...
"factorio_version": "0.18",
"dependencies": ["base >= 0.18.0"]
to:
"factorio_version ...
- Fri Mar 06, 2020 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Total building count statistic
- Replies: 0
- Views: 754
Total building count statistic
There is one thing with the building statistic that always bothered me: You can see how many e.g. electrical miners you built, and how many you deconstructed, but you can't see of how many miners your current factory is composed. It would be really cool to see the count of all your machines and ...
- Wed Mar 04, 2020 6:44 pm
- Forum: Modding help
- Topic: Modding limits of ore units for the different density graphics
- Replies: 2
- Views: 1121
Re: Modding limits of ore units for the different density graphics
Thank you! I don't know why I didn't see demo-resources...
- Tue Mar 03, 2020 10:19 pm
- Forum: Modding help
- Topic: Modding limits of ore units for the different density graphics
- Replies: 2
- Views: 1121
Modding limits of ore units for the different density graphics
Hello,
I made this mod "https://mods.factorio.com/mod/endless_resources" a few months ago and there is one thing that bothers me a little but I don't know how to fix this. The mod basically makes all ore patches have at least a four digit number of ores in it. But this causes them to always show ...
I made this mod "https://mods.factorio.com/mod/endless_resources" a few months ago and there is one thing that bothers me a little but I don't know how to fix this. The mod basically makes all ore patches have at least a four digit number of ores in it. But this causes them to always show ...
- Sun Feb 16, 2020 12:38 am
- Forum: Ideas and Suggestions
- Topic: Make trains using nuclear fuel glow
- Replies: 2
- Views: 1266
Make trains using nuclear fuel glow
This is just a small change but I think it would be nice if trains using nuclear fuel cells actually look like they are using uranium as propulsion method. I think of something like glowing in green on certain spots and maybe even light up the adjacent space like reactors do. Maybe a few lines on ...
- Wed Feb 05, 2020 1:16 pm
- Forum: Desyncs with mods
- Topic: [Fixed][0.17.79] Desync using Mods in Multiplayer (Endless Resources)
- Replies: 7
- Views: 4989
Re: [0.17.79] Desync using Mods in Multiplayer
I changed the script to use the "on_nth_tick"-method you mentioned. Please tell me if it works without desyncs now. The new version is for 0.18 at the moment so tell me also if you need a version compatible with older savegames.
- Tue Feb 04, 2020 9:22 pm
- Forum: Desyncs with mods
- Topic: [Fixed][0.17.79] Desync using Mods in Multiplayer (Endless Resources)
- Replies: 7
- Views: 4989
Re: [0.17.79] Desync using Mods in Multiplayer
Thanks for the notification. I am the author of the mod and first of all, I don't know much about Lua or the specs of Factorio's API. I was using this counter to make the mod UPS friendly but I understand the problem with it. Could you please explain to me how the global tick counter works and how I ...
- Wed Aug 21, 2019 11:56 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 40261
Re: New Achievement Ideas
Few of my ideas are (Title of achievement - condition):
1. Healthy walking - Never craft any car or tank.
2. I like Spaghetti - Finish the game without using trains
3. Lazy soldier - Stop an alien attack using only mines
4. Hello Darkness, my old friend - Finish the game without crafting any lamp ...
- Sat Aug 17, 2019 2:24 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
I actually think I did it. Now it is done by other means without setting the resources to infinite. Instead, all 5 minutes, the game checks all resouce patches for deposits with under 1000 units and then sets them on a random number between 1000 and 100000. On big maps this causes a small lag but as ...
- Sat Aug 17, 2019 11:04 am
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
control.lua with a listener for the chunk generation event. Find all generated resources in the new chunk and set the value to exactly 100%.
So the data-final-fixes.lua isn't a problem but how do I make the control.lua work? I edited the code you sent me for (minimum and normal value = 100 ...
- Fri Aug 16, 2019 8:33 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
Manipulations on data.raw won't set all your resources to 100% unless you change resource autoplace.
If you want to have 100% on any resource you need a mod that will set each and every ore tile to 100%.
If you don't mind that ore will go over 100% and then slowly drop to 100% as it's mined then ...
- Fri Aug 16, 2019 12:03 am
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
10000% = 100 * 100% ?
(Note that the default value for data.raw.resource.normal is 1 !)
As I said, I set minimum and normal to 1 and not to 100 like the mod originally does.
Sounds like one solution could be a mod that, when a new chunk is generated, goes through every non-infinite resource ...
- Thu Aug 15, 2019 7:17 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
So, the resources amounts are scaled after the mod's data stage ?
Would make sense because the mods and the data is loaded on game start and the amounts are set when generating a map which is obviously later in the process. What I dont understand is, if I set the depletion amount of an infinte ...
- Thu Aug 15, 2019 6:35 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
Well, that's a short mod !
for k, v in pairs(data.raw.resource) do
data.raw.resource[k].infinite = true
data.raw.resource[k].minimum = 100
data.raw.resource[k].normal = 100
end
Have you tied adding
data.raw.resource[k].maximum = 100
?
As far as I know, there is no field called resource ...
- Thu Aug 15, 2019 5:28 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
Ok, sounds like that the mod authors just adapted their mod balance to the previous behavior...
Note also that they might still use old balance numbers : oil patches bottom at 20% = 2L/s since 0.15...
Check the code, it should be fairly straightforward to make the mod simpler and just set all ...
- Thu Aug 15, 2019 4:05 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
Sounds like the mod author was just using the yields improperly ?
What was the point of setting the yields to more than 100% if it had no effect ?
You can have a look at the mod under this link: https://mods.factorio.com/mod/EndlessResources
If you know another mod that makes resources endless ...
- Wed Aug 14, 2019 5:14 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 25414
Re: Version 0.17.65
"Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra."
I am not sure if this is such a good fix... I am using a mod that makes all resources infinite using this ...
I am not sure if this is such a good fix... I am using a mod that makes all resources infinite using this ...
- Fri Jun 07, 2019 11:54 am
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 40200
Re: Friday Facts #298 - Demo upgrade for Stable
I like the way the lasers changed, but would it be possible to also let them light up their surroundings e.g. the biters they hit and the ground around it? This would make it look even better.