Search found 1683 matches
- Fri Jul 26, 2024 4:38 pm
- Forum: Modding help
- Topic: Editing effects of every module
- Replies: 3
- Views: 114
Re: Editing effects of every module
for k, x in ipairs(data.raw.module) do … end This version doesn't work, the mod will successfully load but none of the modules change their effects, not even the vanilla ones. Any advice on how to do this? Try this instead: for k, x in pairs(data.raw.module) do … end You can use 'ipairs' for arrays...
- Wed Jul 24, 2024 2:23 pm
- Forum: Modding discussion
- Topic: A mod with NPC ?
- Replies: 5
- Views: 186
Re: A mod with NPC ?
I was thinking more about human NPCs, but I am happy to see that it seems possible! Technically, the cats and dogs are of the 'unit' type (same as biters/spitters). This should make it possible to order them to move to another position. Of course, it would also be possible to use NPCs of type 'char...
- Tue Jul 23, 2024 6:46 am
- Forum: Modding discussion
- Topic: A mod with NPC ?
- Replies: 5
- Views: 186
- Sat Jul 20, 2024 9:27 am
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 337
Re: Mod loading order confusion
Good! I've just got the next report related to SchallTankWoodcutting (this time without SchallTransportGroup) loading before autodrive, so it seems I must make a fork after all.BrainGamer_ wrote: ↑Sun Jul 14, 2024 12:39 pmI'd read it the same way yeah. Publishing a fork that fixes a compatibility issue should not break this license.
- Thu Jul 18, 2024 7:33 am
- Forum: Ideas and Suggestions
- Topic: Removing the Spidertron "screen jitter" on moving around.
- Replies: 14
- Views: 2036
Re: Removing the Spidertron "screen jitter" on moving around.
The wobble isn't an animation, it is the spidertron actually physically moving in a wobbly way to another coordinate. It's basically a fairly simple physical model where the legs and body are attached with simulated springs. […] The wobble isn't really programmed in, and it might be tricky to remov...
- Sun Jul 14, 2024 9:10 am
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 337
Re: Mod loading order confusion
I guess the only other solution is to mark it incompatible in your mod :cry: Yes, probably. I thought I could get away with just blacklisting the vehicle from SchallTankWoodcutting, but the mod doesn't create a new car prototype! Instead, it acts on impact damage caused by any vehicle with vehicle....
- Sat Jul 13, 2024 11:39 am
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 337
Re: Mod loading order confusion
The game figures out the dependency chain length of each mod (as in: what is the longest dependency chain for a mod that needs to load before it can load) and then loads mods from the shortest chain length to the longest. Mods that have the same dependency chain length are sorted based on their int...
- Wed Jul 10, 2024 12:11 pm
- Forum: Modding discussion
- Topic: Mod loading order confusion
- Replies: 7
- Views: 337
Mod loading order confusion
One of my mods was reported to crash in the handler for on_entity_damaged because another mod had destroyed event.entity of the previous event (if damage_type is "impact", on_entity_damaged will first run for the damaged entity by event.cause, then the event will be raised again for event....
- Sun Jul 07, 2024 5:32 am
- Forum: Modding help
- Topic: question about healing_per_tick
- Replies: 1
- Views: 249
Re: question about healing_per_tick
The documentation for healing_per_tick says: "The entity must be active for this to work". What does that mean? See here : Deactivating an entity will stop all its operations (car will stop moving, inserters will stop working, fish will stop moving etc). Entities that are not active natur...
- Sat Jul 06, 2024 7:54 am
- Forum: Gameplay Help
- Topic: Multiple tanks
- Replies: 2
- Views: 216
Re: Multiple tanks
Can one manage multiple tanks at the same time? Autodrive is one of the mods that allow players to control multiple vehicles simulataneously. However, it's not possible to let vehicles drive in formation as each vehicle will request its own path (depending on starting position and vehicle size -- w...
- Wed Jul 03, 2024 3:41 pm
- Forum: Modding discussion
- Topic: Equipment items using ammo
- Replies: 2
- Views: 190
Re: Equipment items using ammo
Thank you, that sounds reasonable! So I can save myself the trouble to add reloading of equipment. ![Smile :-)](./images/smilies/icon_e_smile.gif)
![Smile :-)](./images/smilies/icon_e_smile.gif)
- Mon Jul 01, 2024 12:23 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 18
- Views: 1962
Re: Some identifier linking mined entity events with mined item events
How can I handle the situation where an entity gets moved, like with Picker Dollies or another mod or script? Picker Dollies will raise a custom event when it's moving an entity. From its info page: In your mods on_load and on_init events add: if remote.interfaces["PickerDollies"] and rem...
- Mon Jul 01, 2024 10:34 am
- Forum: Modding discussion
- Topic: Equipment items using ammo
- Replies: 2
- Views: 190
Equipment items using ammo
My mod Autodrive allows to automatically refuel vehicles and refill their ammo slots. When it is refueling vehicles, it also tries to refuel equipment items in the vehicle grid. I know that LuaEquipmentPrototype can have attack_parameters if the equipment is an ActiveDefenseEquipmentPrototype. I sup...
- Sun Jun 30, 2024 9:31 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 18
- Views: 909
Re: Limit the number of a direct dependencies per mod
Yes! I've noticed those mods as well. They are quite a nuisance as they show up in all reverse dependencies. I want to know what mods link back to mine, so that I can check whether I need to add compatibility code. But such mods that depend on all the mods on the mod portal just make that useless. M...
- Sat Jun 29, 2024 6:20 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Train Grid
- Replies: 2
- Views: 463
Re: [REQUEST] Train Grid
Once upon a time, when Factorio 0.17 was still state of the art, there was a mod for auto-generating rails. According to this discussion thread, the mod would still work in Factorio 1.1.41 after "factorio_version" was changed in info.json.
- Thu Jun 27, 2024 2:50 pm
- Forum: Documentation Improvement Requests
- Topic: LuaItemPrototype.get_ammo_type() can be used with all item prototypes
- Replies: 2
- Views: 136
- Thu Jun 27, 2024 2:26 pm
- Forum: Already exists
- Topic: Allow "ammo" as ItemPrototypeFilter
- Replies: 2
- Views: 140
Re: Allow "ammo" as ItemPrototypeFilter
Use this: game.get_filtered_item_prototypes({{filter = "type", type = "ammo"}}) Thanks! That should have been a nobrainer as I've used the 'type' filter before. But I've somehow forgotten that 'ammo' is regarded as an item with just another type … Sorry for the noise! :oops:
- Thu Jun 27, 2024 1:33 pm
- Forum: Documentation Improvement Requests
- Topic: LuaItemPrototype.get_ammo_type() can be used with all item prototypes
- Replies: 2
- Views: 136
LuaItemPrototype.get_ammo_type() can be used with all item prototypes
The description of LuaItemPrototype.get_ammo_type() contains the warning "Can only be used if this is AmmoItem". This isn't true: If you loop over game.item_prototypes and run get_ammo_type(), this will not throw an error for items that are not an AmmoItem, but return nil instead.
- Thu Jun 27, 2024 1:00 pm
- Forum: Already exists
- Topic: Allow "ammo" as ItemPrototypeFilter
- Replies: 2
- Views: 140
Allow "ammo" as ItemPrototypeFilter
We already can use fuel_items = game.get_filtered_item_prototypes({ {filter = "fuel"} }) to get a list of all items with a fuel_value. Could we get a similar filter "ammo", please? This would make it possible to simply use ammo_items = game.get_filtered_item_prototypes({ {filter ...
- Fri Jun 21, 2024 11:17 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 20
- Views: 5133