Search found 127 matches

by Pandemoneus
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: 42659

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 d...
by Pandemoneus
Mon Jan 08, 2018 1:18 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Waste Dump planet
Replies: 3
Views: 1704

[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 usua...
by Pandemoneus
Wed Dec 06, 2017 5:10 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA/REQUEST] Shield systems
Replies: 4
Views: 1758

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.
by Pandemoneus
Fri Jun 30, 2017 2:28 pm
Forum: Modding help
Topic: Right-justify sprite in a LuaGuiElement?
Replies: 1
Views: 997

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 - wid...
by Pandemoneus
Sun Jun 25, 2017 12:25 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 202253

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 mo...
by Pandemoneus
Sat Jun 24, 2017 8:29 pm
Forum: Modding help
Topic: Surfaces_remake please help fix
Replies: 6
Views: 2557

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 that it i...
by Pandemoneus
Fri Jun 16, 2017 9:10 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 51909

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 in...
by Pandemoneus
Sat Jun 10, 2017 5:24 pm
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 3443

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...
by Pandemoneus
Sat Jun 10, 2017 11:52 am
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 3443

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.
by Pandemoneus
Fri Jun 09, 2017 12:28 am
Forum: Modding help
Topic: Modular machines
Replies: 7
Views: 3443

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)...
by Pandemoneus
Thu Jun 08, 2017 9:34 pm
Forum: Modding help
Topic: Resource Patches Mouse Over Details
Replies: 2
Views: 1721

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 co...
by Pandemoneus
Tue Jun 06, 2017 10:53 am
Forum: Modding help
Topic: LuaGuiElement type camera does not work
Replies: 2
Views: 1261

Re: LuaGuiElement type camera does not work

I recommend you take a look at Factorissimo 2, in control.lua, lines 869-873.
by Pandemoneus
Mon Jun 05, 2017 10:11 pm
Forum: Modding help
Topic: Path does not match any mod
Replies: 5
Views: 1981

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__.
by Pandemoneus
Mon Jun 05, 2017 2:17 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524875

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.
by Pandemoneus
Mon Jun 05, 2017 11:32 am
Forum: Modding help
Topic: Entity Enters area
Replies: 2
Views: 1257

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.
by Pandemoneus
Sun Jun 04, 2017 9:22 pm
Forum: Modding help
Topic: Qickbar/LuaInventory: Where do items go that get removed?
Replies: 6
Views: 2471

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 foll...
by Pandemoneus
Sun Jun 04, 2017 12:14 pm
Forum: Modding help
Topic: Vehicle acceleration modifier
Replies: 3
Views: 1508

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.
by Pandemoneus
Sun Jun 04, 2017 12:12 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524875

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. :(
by Pandemoneus
Sun Jun 04, 2017 11:41 am
Forum: Modding help
Topic: Vehicle acceleration modifier
Replies: 3
Views: 1508

Re: Vehicle acceleration modifier

Code: Select all

data.raw.item["rocket-fuel"]["fuel_acceleration_multiplier"] = 1.8
and

Code: Select all

data.raw.item["rocket-fuel"]["fuel_top_speed_multiplier"] = 1.15
. Change "rocket-fuel" to whatever fuel you want to change.
by Pandemoneus
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: 1079

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

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