Search found 7 matches
- 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?
- 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 ...
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 ...
- 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"
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"
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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".