Search found 127 matches
- Tue Jan 30, 2018 12:45 am
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 52754
Re: Simple property requests (something that exists but has no way to read/write it)
I'd like to request a read for the total amount of resources in a resource patch (either % yield for infinite or exact amount for finite resources) like it shows in the map when you hover over a patch. I know modders can implement a search for connected resource entites to calculate that amount. I ...
- Mon Jan 08, 2018 1:18 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Waste Dump planet
- Replies: 3
- Views: 2267
[Idea] Waste Dump planet
Instead of starting on a green planet, you start on a planet that is full of trash. Your job could be to make the planet habitable.
Early game
Instead of the usual ores generating, there is a "scrap" ore which you can recycle for copper and iron or any other mod-specific material.
All usual ...
Early game
Instead of the usual ores generating, there is a "scrap" ore which you can recycle for copper and iron or any other mod-specific material.
All usual ...
- Wed Dec 06, 2017 5:10 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/REQUEST] Shield systems
- Replies: 4
- Views: 2227
Re: [IDEA/REQUEST] Shield systems
You could check out Endgame Combat by Reika. The mod includes shield domes, which is similiar to what you suggest.
- Fri Jun 30, 2017 2:28 pm
- Forum: Modding help
- Topic: Right-justify sprite in a LuaGuiElement?
- Replies: 1
- Views: 1272
Re: Right-justify sprite in a LuaGuiElement?
I haven't done any GUI stuff in Factorio myself, so I will just try to give you an idea:
In the top row of your GUI (the GUI is most times a vertical flow), you could have a horizontal flow. Add another flow to the horizontal flow that has minWidth equal to (width of the parent horizontal flow ...
In the top row of your GUI (the GUI is most times a vertical flow), you could have a horizontal flow. Add another flow to the horizontal flow that has minWidth equal to (width of the parent horizontal flow ...
- Sun Jun 25, 2017 12:25 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 251298
Re: ModMyFactory - mod manager and more
I have the following suggestion:
Can we have different mod-settings files per modpack? Now that the file is saved with the mods in the mod folder, it is possible to have multiple mod folders and start Factorio using --mod-directory PATH. The problem at the moment is that when you play a different ...
Can we have different mod-settings files per modpack? Now that the file is saved with the mods in the mod folder, it is possible to have multiple mod folders and start Factorio using --mod-directory PATH. The problem at the moment is that when you play a different ...
- Sat Jun 24, 2017 8:29 pm
- Forum: Modding help
- Topic: Surfaces_remake please help fix
- Replies: 6
- Views: 3132
Re: Surfaces_remake please help fix
https://mods.factorio.com/mods/Erdbeerbaer/Surfaces_remake/discussion
_surface.freeze_daytime(true) no longer proper as of one of the later versions of 0.15.
Changing Events.lua line 91 to
_surface.freeze_daytime = true
2017-06-21_0-35-50.jpg
The field is still there. The screenshot means ...
_surface.freeze_daytime(true) no longer proper as of one of the later versions of 0.15.
Changing Events.lua line 91 to
_surface.freeze_daytime = true
2017-06-21_0-35-50.jpg
The field is still there. The screenshot means ...
- Fri Jun 16, 2017 9:10 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 62195
Re: Friday Facts #195 - Poles re-design
Very nice to see work in progress.
Here is what I think:
Big pole:
v2.a doesn't seem to be 2x2 but 1x2 or even 1x1 if moved a little bit. The the top part looks really nice and "new".
v2.b looks more massive or hard-set and I always though big pole shoud be like that. Also it fits well into 2x2 ...
Here is what I think:
Big pole:
v2.a doesn't seem to be 2x2 but 1x2 or even 1x1 if moved a little bit. The the top part looks really nice and "new".
v2.b looks more massive or hard-set and I always though big pole shoud be like that. Also it fits well into 2x2 ...
- Sat Jun 10, 2017 5:24 pm
- Forum: Modding help
- Topic: Modular machines
- Replies: 7
- Views: 5391
Re: Modular machines
How would you tell which machine he took it from though?
You could iterate over all of your machines and check whether the module slots have less modules inside now...
You could iterate over all of your machines and check whether the module slots have less modules inside now...
- Sat Jun 10, 2017 11:52 am
- Forum: Modding help
- Topic: Modular machines
- Replies: 7
- Views: 5391
Re: Modular machines
You can't lock module slots, and you can't detect whether a player picks up an item from a machine.
However, you can make the machine non-operable, but then the player can't access the GUI.
However, you can make the machine non-operable, but then the player can't access the GUI.
- Fri Jun 09, 2017 12:28 am
- Forum: Modding help
- Topic: Modular machines
- Replies: 7
- Views: 5391
Re: Modular machines
There are basically two parts, one is, I'd say of medium difficulty, and the other is very hard.
First (medium): Detecting whether certain entities are next to each other in a certain configuration and then replacing them by a "completed structure" entity is not hard.
Second(the hard part): The ...
First (medium): Detecting whether certain entities are next to each other in a certain configuration and then replacing them by a "completed structure" entity is not hard.
Second(the hard part): The ...
- Thu Jun 08, 2017 9:34 pm
- Forum: Modding help
- Topic: Resource Patches Mouse Over Details
- Replies: 2
- Views: 2110
Re: Resource Patches Mouse Over Details
No, it's not in the API.
However, since I tackled the same problem recently, I have implemented my own search that is now part of the modder's StdLib . If you can get the position of an ore, the function returns a list with all connected resources that you can iterate over and sum up the resource ...
However, since I tackled the same problem recently, I have implemented my own search that is now part of the modder's StdLib . If you can get the position of an ore, the function returns a list with all connected resources that you can iterate over and sum up the resource ...
- Tue Jun 06, 2017 10:53 am
- Forum: Modding help
- Topic: LuaGuiElement type camera does not work
- Replies: 2
- Views: 1597
Re: LuaGuiElement type camera does not work
I recommend you take a look at Factorissimo 2, in control.lua, lines 869-873.
- Mon Jun 05, 2017 10:11 pm
- Forum: Modding help
- Topic: Path does not match any mod
- Replies: 5
- Views: 2535
Re: Path does not match any mod
If your mod is named chemfactory then the path has to start with __chemfactory__ too, and not __Chemfactory__.
- Mon Jun 05, 2017 2:17 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632227
Re: [MOD 0.14] AAI Programmable Vehicles
By the way, there seems to be a dupe. When I insert fuel into a flame tumbler (like 5 rocket fuel for example), drive 1 meter and then mine the tumbler, I get a full stack of fuel back instead of just 4.
- Mon Jun 05, 2017 11:32 am
- Forum: Modding help
- Topic: Entity Enters area
- Replies: 2
- Views: 1699
Re: Entity Enters area
I'd take a look at Factorissimo 2, since it teleports you when you get close to the entrance of the building.
- Sun Jun 04, 2017 9:22 pm
- Forum: Modding help
- Topic: Qickbar/LuaInventory: Where do items go that get removed?
- Replies: 6
- Views: 3266
Re: Qickbar/LuaInventory: Where do items go that get removed?
Maybe it's "remove" as in "delete"?
And for your second point, since you are using "defines.inventory.player_quickbar", why would you expect it not to go to the quickbar?
If you are trying to move items from an inventory to another, you will probably have to do the following procedure:
Assume you ...
And for your second point, since you are using "defines.inventory.player_quickbar", why would you expect it not to go to the quickbar?
If you are trying to move items from an inventory to another, you will probably have to do the following procedure:
Assume you ...
- Sun Jun 04, 2017 12:14 pm
- Forum: Modding help
- Topic: Vehicle acceleration modifier
- Replies: 3
- Views: 1891
Re: Vehicle acceleration modifier
I don't think that's possible, but don't quote me there. Burner fuel sources are different from electric energy sources.
- Sun Jun 04, 2017 12:12 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632227
Re: [MOD 0.14] AAI Programmable Vehicles
Looking forward to the updated example files! Honestly, I'm having some trouble properly programming the vehicles without them going all over the map in random directions. 

- Sun Jun 04, 2017 11:41 am
- Forum: Modding help
- Topic: Vehicle acceleration modifier
- Replies: 3
- Views: 1891
Re: Vehicle acceleration modifier
Code: Select all
data.raw.item["rocket-fuel"]["fuel_acceleration_multiplier"] = 1.8
Code: Select all
data.raw.item["rocket-fuel"]["fuel_top_speed_multiplier"] = 1.15
- Sun Jun 04, 2017 11:37 am
- Forum: Modding help
- Topic: How can I add a modified "player-basic-idle.png" to the game
- Replies: 1
- Views: 1402
Re: How can I add a modified "player-basic-idle.png" to the game
Check out data\base\prototypes\entity\demo-player-animations.lua.
You will want to change (didn't check): data.raw.entity.playeranimations["level1"].idle.filename
You will want to change (didn't check): data.raw.entity.playeranimations["level1"].idle.filename