You will want to use http://lua-api.factorio.com/latest/LuaS ... s_filtered with type = "electric-pole" and then use http://lua-api.factorio.com/latest/LuaE ... statistics.
If you need a code example, let me know.
Search found 127 matches
- Thu Jun 01, 2017 6:01 pm
- Forum: Modding help
- Topic: Getting a list of all the power poles.
- Replies: 2
- Views: 912
- Mon May 29, 2017 9:40 pm
- Forum: Modding help
- Topic: I think I made an obvious mistake in control.lua
- Replies: 4
- Views: 1625
Re: I think I made an obvious mistake in control.lua
You should only really use game.player when the mod is meant for single player only.
Generally, you want to iterate over all players with.
Generally, you want to iterate over all players with
Code: Select all
for index, player in pairs(game.players) do
...
end
- Mon May 29, 2017 9:29 pm
- Forum: Modding help
- Topic: Recipes with 'or' ingredients
- Replies: 2
- Views: 1021
Re: Recipes with 'or' ingredients
As Rseding said, you will have to make two separate recipes, one for coal and one for charcoal.
- Mon May 29, 2017 10:51 am
- Forum: Modding help
- Topic: list of buildings...
- Replies: 13
- Views: 3268
Re: list of buildings...
Read the full description of crafting_categories: http://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.crafting_categories crafting_categories :: dictionary string → boolean [Read-only] The crafting categories this entity supports. Only meaningful when this is a crafting-ma...
- Wed May 24, 2017 3:07 pm
- Forum: Modding help
- Topic: What is the easiest method to create a mod bundle?
- Replies: 9
- Views: 3421
Re: What is the easiest method to create a mod bundle?
Another way would be to share a savegame and let people click the "sync mods with savegame" button. Then it will prompt them to download all the mods from the mod portal. You would also have to ship the mod-settings file too if you changed ingame settings.
- Tue May 16, 2017 2:03 pm
- Forum: Modding help
- Topic: Impossible start
- Replies: 7
- Views: 3463
Re: Impossible start
To build a research facility I need 4 standard belts (5dim_core) To build belts I need Tin gears (5dim_ores) To get tin gears I need to refine bobonium (angels refining) To refine bobonium I need to research mechanical refining (angels refining) However, you should have started with a burner crushe...
- Mon May 08, 2017 1:12 pm
- Forum: Modding help
- Topic: Mod doesn't work for whatever reason
- Replies: 17
- Views: 4796
Re: Mod doesn't work for whatever reason
Do you care to explain what exactly does not work? Does the mod not load? Do your items not appear ingame?
- Fri May 05, 2017 11:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 25808
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Hello. Thanks for this useful mod. Can you add the posibility(configurable?) to hide/show recourses labels by using keyboard shortcuts and remove this large button that now is show constantly? Because switching modes is rarely necessary, and the button takes place always. Added in 0.15.4. Have fun!...
- Fri May 05, 2017 12:25 am
- Forum: Modding help
- Topic: Electric Energy Interface Animations
- Replies: 1
- Views: 791
Re: Electric Energy Interface Animations
So I guess nobody knows?
- Thu May 04, 2017 12:39 pm
- Forum: Development tools
- Topic: Script to zip your mod using info.json
- Replies: 6
- Views: 4262
Re: Script to zip your mod
Enhanced the script a bit to also include file pattern definitions from your .gitignore file, as per suggestion (https://github.com/Pandemoneus/Biter-Spire/issues/2)
- Sun Apr 30, 2017 11:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 25808
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Hello. Thanks for this useful mod. Can you add the posibility(configurable?) to hide/show recourses labels by using keyboard shortcuts and remove this large button that now is show constantly? Because switching modes is rarely necessary, and the button takes place always. Added in 0.15.4. Have fun!...
- Sun Apr 30, 2017 6:59 pm
- Forum: Development tools
- Topic: Script to zip your mod using info.json
- Replies: 6
- Views: 4262
Script to zip your mod using info.json
I was tired of changing the folder name and zipping it to upload it to the Factorio mod portal after I had made changes to my mod, so I made a little python script: https://github.com/Pandemoneus/ZipMod/blob/master/ZipMod.py Put it into your mod folder and run the script from there. (python ZipMod.p...
- Thu Apr 27, 2017 5:32 pm
- Forum: Modding help
- Topic: Electric Energy Interface Animations
- Replies: 1
- Views: 791
Electric Energy Interface Animations
Hi, how do I add a (dis-)charge animation to electric-energy-interface entity types similar to the accumulator? My goal is not to add a whole animation, but to simply change the sprite when the electric energy interface is outputting power to the network. This is the base pic definition: picture = {...
- Sat Apr 22, 2017 6:52 pm
- Forum: Texture Packs
- Topic: [Request] Alien Energy Structure
- Replies: 2
- Views: 2803
Re: [Request] Alien Energy Structure
Sorry for responding so late, but thanks! Last time I checked the thread I had already given up the hope.
Gonna wait for the 0.15 update before I release the mod.
Gonna wait for the 0.15 update before I release the mod.
- Sun Feb 19, 2017 1:28 pm
- Forum: Texture Packs
- Topic: [Request] Alien Energy Structure
- Replies: 2
- Views: 2803
[Request] Alien Energy Structure
Hello! I am developing a small mod called 'Biter Spires' that adds alien structures to biter bases. These structures yield free energy when connected to the player's energy network, and they are unobtainable and indestructable (so they can't be moved). However, I am bad with graphics, so I kindly as...
- Fri Feb 10, 2017 12:48 am
- Forum: Modding help
- Topic: ElectricEnergyInterface LUA double values
- Replies: 2
- Views: 877
Re: ElectricEnergyInterface LUA double values
Thanks a lot!Yoyobuae wrote:From LUA API the values for power are actually in Joule per tick. There's 60 ticks in a second so a value of 1 equals 60 W. If you want to set exactly 1W then use 1.0/60.0 as value.
- Fri Feb 10, 2017 12:28 am
- Forum: Modding help
- Topic: ElectricEnergyInterface LUA double values
- Replies: 2
- Views: 877
ElectricEnergyInterface LUA double values
Hey, I discovered the ElectricEnergyInterface entity type and corresponding entity attributes that I can set. Taking the output flow limit as example, it seems like that a value of 1.0 is not 1W. It rather seems like that a value of roughly 0.01674 is 1W. Can a dev give some insight on what the corr...
- Wed Dec 21, 2016 8:57 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 98726
Re: [0.14.21] Modpack: Farlands v0.14.6
Global warming is still broken: * offahore pumps around the starting water * sand trying to overwrite concrete * filling all starting water All of these cause major lag spikes every time the global warming wants to increase sand/water. Even does in single player mode so not multiplayer lag. Can you...
- Tue Dec 20, 2016 10:21 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 98726
Re: [0.14.21] Modpack: Farlands v0.14.7
0.14.7 is now out. Changelog and files are located on the release page: https://github.com/Pandemoneus/Farlands/releases
- Tue Dec 20, 2016 12:26 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.14.21] Modpack: Farlands v0.14.7
- Replies: 120
- Views: 98726
Re: [0.14.21] Modpack: Farlands v0.14.6
Global warming is still broken: * offahore pumps around the starting water * sand trying to overwrite concrete * filling all starting water All of these cause major lag spikes every time the global warming wants to increase sand/water. Even does in single player mode so not multiplayer lag. Can you...