Search found 7 matches

by itzJanuary
Mon Mar 13, 2017 11:30 pm
Forum: Ideas and Requests For Mods
Topic: new storage system??
Replies: 1
Views: 1235

Re: new storage system??

Well, wouldn't that destroy the main purpose of the game? Building factories and stuff?
by itzJanuary
Tue May 26, 2015 6:32 am
Forum: Modding help
Topic: game.createentity doesn't work as expected
Replies: 3
Views: 1795

Re: game.createentity doesn't work as expected

The only thing i figured is to use


local buildEntity = {name = "basic-transport-belt", position = ent.position}
local player = game.player

--Make sure the player has nothing on the cursor
local cursorStackBackup = player.cursorstack
player.cursorstack = nil

--Set the mouse position
local ...
by itzJanuary
Mon May 25, 2015 10:49 am
Forum: Modding help
Topic: Path does not match any mod, but path is correct!
Replies: 8
Views: 9786

Re: Path does not match any mod, but path is correct!

I think I understand what your problem is now.

The actual path has to be:
"Factorio/Mods/TestItems_0.0.1/something/axe.png"

but in the lua files it should be:
"__TestItems__/something/axe.png"
by itzJanuary
Mon May 25, 2015 10:46 am
Forum: Modding help
Topic: Path does not match any mod, but path is correct!
Replies: 8
Views: 9786

Re: Path does not match any mod, but path is correct!

Please post your info.json. It could also have something to do with that.
by itzJanuary
Mon May 25, 2015 10:38 am
Forum: Implemented mod requests
Topic: Ability to control if an assembler's recipe can be changed?
Replies: 9
Views: 11044

Re: Ability to control if an assembler's recipe can be changed?

Thanks for the suggestions everyone.

Making entity.operable = false would be a great solution, if only I could call it when a recipe was set. I went through the list of events: https://forums.factorio.com/wiki/index.php?title=Lua/Events but none of them seem appropriate. I wonder if its possible ...
by itzJanuary
Mon May 25, 2015 10:35 am
Forum: Implemented mod requests
Topic: Ability to control if an assembler's recipe can be changed?
Replies: 9
Views: 11044

Re: Ability to control if an assembler's recipe can be changed?

Since I had a bit too much time on my hands, I mocked up a quick control.lua that should do the job

This should work although i have not tested it :3
require "defines"

if not glob.entityPositions then
glob.entityPositions = {}
end

prototypes = {{"assembling-machine-1"}, {"assembling-machine-2 ...
by itzJanuary
Mon May 25, 2015 10:11 am
Forum: Modding help
Topic: Path does not match any mod, but path is correct!
Replies: 8
Views: 9786

Re: Path does not match any mod, but path is correct!

It doesn't work because the path "__TestItems_0.0.1__/something" needs to be "__TestItems__/something".

Go to advanced search