These updates are already sounding awesome, definitely like to see all of the QOL changes too.
Also I second the above suggestion for a bot No-Fly zone planner or similar to stop bots from becoming lunch on the way to constructing an outpost or similar, plenty of my bots have needed replacement ...
Search found 14 matches
- Fri Sep 01, 2023 12:06 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 77226
- Wed Nov 23, 2022 2:18 am
- Forum: Questions, reviews and ratings
- Topic: One of these mods removes the tank flamethrower and machine gun, but I can't find which
- Replies: 1
- Views: 1081
One of these mods removes the tank flamethrower and machine gun, but I can't find which
I'm playing through a Space Exploration game around 90 hrs in, and I just realised the tank no longer has it's gun and flamethrower, and one of the jets from Aircraft no longer has it's machine gun either. Does anyone know which mod does this and if it's possible to disable it?
Screen Shot 2022-11 ...
Screen Shot 2022-11 ...
- Sun Mar 14, 2021 11:42 pm
- Forum: Modding help
- Topic: Failed to load mods: Error in assignID: Item with name 'hopper-furnace' does not exist
- Replies: 3
- Views: 3048
Re: Failed to load mods: Error in assignID: Item with name 'hopper-furnace' does not exist
No problem, glad to help.
- Sun Mar 14, 2021 11:30 pm
- Forum: Modding help
- Topic: Failed to load mods: Error in assignID: Item with name 'hopper-furnace' does not exist
- Replies: 3
- Views: 3048
Re: Failed to load mods: Error in assignID: Item with name 'hopper-furnace' does not exist
First off, use code tags like this to make your code more readable.
Otherwise, your problem is the copy of the furnace.
You are copying the furnace entity, not the item. It would look like this instead i'm pretty sure:
local hopperFurnace = table.deepcopy(data.raw["item"]["electric-furnace ...
Otherwise, your problem is the copy of the furnace.
You are copying the furnace entity, not the item. It would look like this instead i'm pretty sure:
local hopperFurnace = table.deepcopy(data.raw["item"]["electric-furnace ...
- Thu Mar 04, 2021 8:18 am
- Forum: Modding interface requests
- Topic: Allow for vertical progress bar GUIs
- Replies: 0
- Views: 834
Allow for vertical progress bar GUIs
The progress bar next to modular armor has a vertical progress bar for a battery indicator, but I can't seem to emulate that via mods.
just maybe in a progressbar_style table add an optional field called direction that changes what direction it faces.
https://imgur.com/a/oGOvq1D
just maybe in a progressbar_style table add an optional field called direction that changes what direction it faces.
https://imgur.com/a/oGOvq1D
- Thu Mar 04, 2021 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.26] Crash on opening gui-style prototype in prototype browser
- Replies: 1
- Views: 2362
[Rseding91] [1.1.26] Crash on opening gui-style prototype in prototype browser
Log: https://pastebin.com/0pz0bcyz
What: I'm developing a mod, and i make extensive use of the prototype browser, and i found if i click the arrow to open up a gui-style prototype such as the battery display for modular armor or tool_equip_ammo_slot.
What happens: the game crashes with the usual ...
What: I'm developing a mod, and i make extensive use of the prototype browser, and i found if i click the arrow to open up a gui-style prototype such as the battery display for modular armor or tool_equip_ammo_slot.
What happens: the game crashes with the usual ...
- Sun Feb 28, 2021 10:13 pm
- Forum: Won't implement
- Topic: Edits to events around entity death / damage
- Replies: 2
- Views: 1875
Re: Edits to events around entity death / damage
That's fine, it just makes my mod idea a bit harder to do. Thanks for clarifying though.
- Fri Feb 26, 2021 11:56 am
- Forum: Won't implement
- Topic: Edits to events around entity death / damage
- Replies: 2
- Views: 1875
Edits to events around entity death / damage
TL;DR
Edits to :
on_entity_damaged, on_entity_died, on_player_died, on_pre_player_died. that specify what weapon was used (if applicable) and what ammo was used (if applicable)
What ?
For these events, it would be good to be able to access the weapon and ammo that was used to damage / kill ...
Edits to :
on_entity_damaged, on_entity_died, on_player_died, on_pre_player_died. that specify what weapon was used (if applicable) and what ammo was used (if applicable)
What ?
For these events, it would be good to be able to access the weapon and ammo that was used to damage / kill ...
- Tue Mar 24, 2020 12:07 am
- Forum: Technical Help
- Topic: Major graphics artifacts
- Replies: 6
- Views: 2205
Re: Major graphics artifacts
Here's some more images.
https://imgur.com/a/51v57C8
https://imgur.com/a/51v57C8
- Tue Mar 24, 2020 12:03 am
- Forum: Technical Help
- Topic: Major graphics artifacts
- Replies: 6
- Views: 2205
Re: Major graphics artifacts
Factorio version 0.17.79, build 47865, win64, steam
- Tue Mar 24, 2020 12:01 am
- Forum: Technical Help
- Topic: Major graphics artifacts
- Replies: 6
- Views: 2205
Major graphics artifacts
Was just starting out, 10ish minutes later, this happens. The severity keeps increasing the more you move, but pausing resets it.
Was on an AMD Ryzen 5 5600x, AMD Radeon 560?, Steam streaming to a Macbook Air (2017?)
- Tue Apr 02, 2019 12:53 pm
- Forum: Modding discussion
- Topic: How do i make a recipe use a fluid/output a fluid?
- Replies: 3
- Views: 1759
Re: How do i make a recipe use a fluid/output a fluid?
This format works, but makes crashing some mods:
results = {
{"refined-concrete", 10}
}
That's what i used after a bit of messing around in the API. Will have to try the other methods as well!
Also, didn't expect the legendary bobingabout himself to reply, You make great mods!
Also Also ...
- Mon Apr 01, 2019 6:02 am
- Forum: Modding discussion
- Topic: How do i make a recipe use a fluid/output a fluid?
- Replies: 3
- Views: 1759
How do i make a recipe use a fluid/output a fluid?
Just wondering if it is just as easy as something like this
concreterecipe = {
type = "recipe",
name = "water-sediment",
ingredients =
{
{"water", 50}
},
result = {"refined-concrete", 10}
energy_required = 5
}
or if it needs something extra.
thanks in advance!
concreterecipe = {
type = "recipe",
name = "water-sediment",
ingredients =
{
{"water", 50}
},
result = {"refined-concrete", 10}
energy_required = 5
}
or if it needs something extra.
thanks in advance!
- Fri Mar 29, 2019 9:15 am
- Forum: Modding interface requests
- Topic: Elemental Resistances for Energy Shield Prototypes
- Replies: 0
- Views: 792
Elemental Resistances for Energy Shield Prototypes
Could be used for say, a "Fire Shield" that protects 100% against fire, but everything else unchanged.