Search found 23 matches

by KaraUL!
Thu Mar 17, 2016 6:18 am
Forum: Implemented mod requests
Topic: Turret properties
Replies: 5
Views: 1886

Re: Turret properties

It would be great, thanks!
by KaraUL!
Wed Mar 16, 2016 6:01 am
Forum: Implemented mod requests
Topic: Turret properties
Replies: 5
Views: 1886

Re: Turret properties

Ye, idea was to make turret rank system. Is it possible, that developers will add method in API?
by KaraUL!
Sun Mar 13, 2016 8:12 pm
Forum: Implemented mod requests
Topic: Turret properties
Replies: 5
Views: 1886

Turret properties

Can we get access to "damage-dealt" or "kills" turret properties? E.g. in control.lua i want to do some actions, when kills of certain turret reach certain value.
by KaraUL!
Mon Mar 07, 2016 1:42 pm
Forum: Modding help
Topic: Invisible beams
Replies: 0
Views: 595

Invisible beams

Hey all, in previous Factorio versions i have the following code, that worked correctly: action = { { type = "direct", action_delivery = { { type = "instant", target_effects = { type = "nested-result", action = { { type = "line", range = 35, width = 2.0, sourc...
by KaraUL!
Fri Feb 26, 2016 7:54 pm
Forum: Modding help
Topic: Game find entities
Replies: 2
Views: 1655

Re: Game find entities

prg wrote:Those functions are now in Surface.
Nice, thank you!
by KaraUL!
Fri Feb 26, 2016 6:42 pm
Forum: Modding help
Topic: Game find entities
Replies: 2
Views: 1655

Game find entities

In previous versions of Factorio we had lua.game methods "game.findentities" and "game.findentitiesfiltered". In current vers it doesnot work, and i didnt find this methods (or another methods, that can do the same) in Lua.Game docs. I used this e.g. this way: game.on_event(defin...
by KaraUL!
Sat Jun 06, 2015 2:34 pm
Forum: Modding help
Topic: Force names in action
Replies: 5
Views: 2753

Re: Force names in action

But in this case given ammo will make 0 damage to targets of all types of game forces, right?? If that, i think the only way is to create new ammo-category and set resistance to this new category to 100% in all player entities.
by KaraUL!
Sat Jun 06, 2015 2:17 pm
Forum: Modding help
Topic: Force names in action
Replies: 5
Views: 2753

Re: Force names in action

I think you can hack your way around this one :) I haven't tested it, but the command "setammodamagemodifier" should be able to help you. I take it you use a modified railgun, in which case the ammo category should be "railgun". If you use another one, then use that one instead....
by KaraUL!
Fri May 15, 2015 9:40 pm
Forum: Modding help
Topic: Force names in action
Replies: 5
Views: 2753

Force names in action

Hi, i m trying to create custom projectile and using the following code (that works great): action = { { type = "line", range = 35, width = 2.0, force = "enemy", ... But when i change the FORCE name from "enemy" to "neutral" or "player" - the game th...
by KaraUL!
Wed May 06, 2015 9:49 pm
Forum: Modding help
Topic: Projectiles/turret action parameters
Replies: 0
Views: 743

Projectiles/turret action parameters

Hi all, does anyone know if there is a list of possible parameters and types of "action", "action_delivery", "target_effects", "target_type" (like "projectile" and "instant" types of "action_delivery"), using in projectiles/turret...
by KaraUL!
Mon May 04, 2015 8:20 am
Forum: Modding help
Topic: "No-target" artillery turret
Replies: 2
Views: 1631

Re: "No-target" artillery turret

Koub wrote:Maybe you'd want to have a look to that mod :
https://forums.factorio.com/forum/vie ... ery#p78375
In this mode artillery projectiles is still targeting, not "direction only". However it helps, thanks
by KaraUL!
Sat May 02, 2015 12:36 pm
Forum: Modding help
Topic: "No-target" artillery turret
Replies: 2
Views: 1631

"No-target" artillery turret

Hi all, i tried to add artillery turret in game and have some problems. Need to say, that turret syntax was fully copied from ammo gun-turret, and projectile syntax was fully copied from explosive rocket (changed only number values, like damage, area effect, cooldown, rotation speed, health...). It ...
by KaraUL!
Wed Apr 29, 2015 7:56 am
Forum: Modding help
Topic: Explosion properties
Replies: 1
Views: 1041

Explosion properties

Hi all, i know we can create "explosion" entity, but where can i find its properties like damage, sound, animation, aoe...? And its syntax?
by KaraUL!
Wed Apr 29, 2015 7:51 am
Forum: Modding help
Topic: How to detect, if entity is active?
Replies: 2
Views: 1529

Re: How to detect, if entity is active?

Rseding91 wrote:Factorio 0.12 adds a method: entity.iscrafting() that will tell you what you're after.

In 0.11 there's currently no way to tell if a machine is crafting or smelting something.

Thanks, i ll check
by KaraUL!
Mon Apr 20, 2015 8:49 am
Forum: Modding help
Topic: How to detect, if entity is active?
Replies: 2
Views: 1529

How to detect, if entity is active?

Hi all. i have some problem. I have any entity of "assembling-machine" type - chemical-plant e.g. I need to do some actions runtime (in control.lua), ONLY when my chemical plant is producing its recipe. I tried options entity.active (it shows "true" both when plant is working or ...
by KaraUL!
Tue Mar 24, 2015 5:43 pm
Forum: Modding help
Topic: Map/minimap hiding objects.
Replies: 3
Views: 1601

Re: Map/minimap hiding objects.

Lol i feel so stupid, so simple and fast solution) Great thanks, a = 0 works as needed
by KaraUL!
Mon Mar 23, 2015 9:21 am
Forum: Modding help
Topic: Map/minimap hiding objects.
Replies: 3
Views: 1601

Re: Map/minimap hiding objects.

I can find 2 possible methods. 1. We can create 10 almost identical entity of "iron-ore" with different map_color parameters, which are equals map_color parameters of surface tiles (grass, dirt, sand, etc.). So while map is generated, we start findentities of "iron-ore" entity in...
by KaraUL!
Sun Mar 22, 2015 10:32 pm
Forum: Modding help
Topic: Map/minimap hiding objects.
Replies: 3
Views: 1601

Map/minimap hiding objects.

Hi. Are there any way to make entity resources invisible on map/minimap? For example needed parameter for iron-ore is: map_color = {r=0.337, g=0.419, b=0.427} Map_color is required parameter and game dont allow to delete it from the code. Making the brackets empty ( map_color = {} ) equals RGB = 0, ...
by KaraUL!
Sun Mar 22, 2015 8:21 pm
Forum: Mods
Topic: Question for invisible resources.
Replies: 4
Views: 6534

Re: Question for invisible resources.

Have a strange question, i begin to think, its impossible, SO how to change resource\entity parameters while catching certain event? Example i have zero selection boxes for coal at the game start. I need to change parameters of coal (type=resource) when event onbuiltentity (for example) is catched....
by KaraUL!
Sun Mar 22, 2015 8:16 pm
Forum: Modding help
Topic: Player produce sound
Replies: 2
Views: 1442

Re: Player produce sound

Xecutor wrote:You can create custom 'explosion' entity without graphics, but with sound at player's location.
wow thats what i need, thx

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