Search found 10 matches
- Mon Jul 13, 2015 2:54 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Programming Utilities
- Replies: 2
- Views: 15385
Programming Utilities
As I was making my first mod, I also made a lot of functions to help me out, and because of my programming style they were already mostly independent of my own mod. So, I decided to wrap them all in one file and post it here, with documentation as to how they work. Some might be similar to the facto...
- Mon Jul 13, 2015 2:51 pm
- Forum: Mods
- Topic: [0.11.22] Stackers
- Replies: 2
- Views: 12071
[0.11.22] Stackers
This is my first mod, as well as my first project in lua. Any (constructive) feedback is always appreciated. :D I'm not much of an artist so the sprites are pretty basic (just redone vanilla sprites). Stackers! Simple mod that allows the stacking of various materials like iron plates, ores, coal, pl...
- Sun Jul 05, 2015 10:40 pm
- Forum: Won't implement
- Topic: Expanded API requests
- Replies: 0
- Views: 2647
Expanded API requests
Strange. Could have sworn I posted this, but now I can't find my post. Quite frustrating, since I spent so much time on it. Oh well, guess I'll have to write it again. I hope this is in the right place, if not please feel free to move it elsewhere. These are a few API changes that I, personally, wou...
- Sun Jul 05, 2015 3:59 am
- Forum: Ideas and Requests For Mods
- Topic: Resource Restorer
- Replies: 1
- Views: 4179
Re: Resource Restorer
Interesting idea. The basics, that is replenishing resources, is possible. One thing that isn't possible, or at least isn't easy, is once a resource node has been depleted completely, there's no real way to keep track of it once the game ends since when they are depleted the entity itself is removed...
- Sat Jul 04, 2015 9:22 pm
- Forum: Ideas and Requests For Mods
- Topic: RTS - Command Units Mod
- Replies: 4
- Views: 8148
Re: RTS - Command Units Mod
I commend you for thinking ambitiously. I certainly have not seen of anyone making such a mod, and it would be an interesting alternative/supplement to turret defense systems. Unfortunately, you're fighting an uphill battle. Factorio's prototype definitions are pretty much set in stone as far as wha...
- Sat Jul 04, 2015 8:38 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]Restriction Storage Chest
- Replies: 1
- Views: 3834
Re: [Request]Restriction Storage Chest
First, you can always just use the ground as a one-item chest of sorts. It only has a one-item buffer without stacking, but it essentially works that way since no other items can be placed there but inserters can still pick it up. You can also use the x on the bottom right of a chest to lock certain...
- Sat Jul 04, 2015 7:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Request, Thin Belts & Belt Scaffolds.
- Replies: 8
- Views: 12697
Re: Mod Request, Thin Belts & Belt Scaffolds.
This would be cool. I especially like the idea of belt-stacking (belts running over belts running over belts) since I like that underground belts allow crossing pipes, but wish they were more flexible like normal belts and showed the items actually being transported. Unfortunately, from what I've le...
- Tue Jun 30, 2015 8:00 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 7755
Re: keeping track of time
Yea, bare minimum you can poll game.tick at the beginning, write a getTime fuction that subtracts the current game.ticks from the starting game.ticks, then call getTime any time you want the number of ticks that have passed since the program started running. This of course would not count the time s...
- Tue Jun 30, 2015 7:48 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 7755
Re: keeping track of time
Yes I can see that now. That presents a problem for me too... well I don't know what else to do. If the OS library is disabled, then IO is probably also disabled preventing any sort of work-around. The only thing I can think of is either modifying the base Factorio programming (which may present a w...
- Tue Jun 30, 2015 6:51 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 7755
Re: keeping track of time
Are you looking for the time of day in the game, or the time in the real world? In-game time can be found as a global variable: game.daytime You can read from or write to it just like any variable. It's represented as a number from 0-1, 0 is noon, 0.25 is evening, 0.5 is midnight, 0.75 is morning, a...