Search found 16 matches
- Mon Aug 28, 2017 12:42 am
- Forum: Ideas and Requests For Mods
- Topic: Is it technically possible to make mods for use within the Editor?
- Replies: 0
- Views: 672
Is it technically possible to make mods for use within the Editor?
What I mean is mods which are intended to add functionality or enhance existing features in the Editor environment. For example: - A null recipe to allow Chemical Plants and Refineries to have Modules inserted. - Even better, allow the setting of recipes on machines from all tech levels. - Adding Sh...
- Sat Aug 26, 2017 8:48 am
- Forum: Ideas and Suggestions
- Topic: Grid Lines
- Replies: 4
- Views: 3771
Re: Grid Lines
Koub, in case "Can you develop" means "Can you explain further"... CHR15 is suggesting that grid-lines on the map would make it easier to place machines the correct distance from power poles just by noticing how many grid squares there are instead of moving the machine around unt...
- Wed Aug 23, 2017 8:22 am
- Forum: Implemented Suggestions
- Topic: Please add copy/paste (SHIFT+L/RMB) functionality to the Editor.
- Replies: 0
- Views: 741
Please add copy/paste (SHIFT+L/RMB) functionality to the Editor.
It would be nice if the Editor had the same copy/paste recipe functionality currently only found in-game.
- Wed Aug 23, 2017 8:10 am
- Forum: Implemented Suggestions
- Topic: Allow player to switch machines without closing GUI first.
- Replies: 0
- Views: 703
Allow player to switch machines without closing GUI first.
Within the game (not the Editor) a machine's GUI must first be closed ('E') before clicking on another machine to access it's GUI. However, in the Editor one can change which machine's GUI is displayed just by clicking on a different machine. Can this be unified in both game modes?
- Wed Jan 29, 2014 3:05 am
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
It's working great. I'm working on the new techs now, then it's ready to go.
I appreciate you taking the time to engage with me this fully, especially since your detailed guide on the forum should have been adequate.
I appreciate you taking the time to engage with me this fully, especially since your detailed guide on the forum should have been adequate.
- Tue Jan 28, 2014 4:39 pm
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
While I've got you, perhaps you could explain something the wiki isn't clear on. In the item.lua you corrected, you have: type = "item", name = "advanced-lab", icon = "__advanced__/graphics/icons/advanced-lab.png", flags = {"goes-to-quickbar"}, group = "p...
- Tue Jan 28, 2014 4:17 pm
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
I see how the naming system is simpler, and makes debugging much easier. Not sure why I thought all the files should be named advanced.lua. :/ I also found the differences in the number/placement of brackets (braces?) That was one thing throwing me, and the advice you gave about adding a carriage re...
- Tue Jan 28, 2014 3:35 pm
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
Sorry it seemed that I dropped out there. I didn't realize there were two pages to the thread now, so I assumed you were away. Having a look at the zip now. And thanks again!
- Tue Jan 28, 2014 8:49 am
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
Still having issues. Could you set me up with a .zip of the folder you have working so I could compare them?
- Tue Jan 28, 2014 7:46 am
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
I made the change you suggested (__base__) so the zip file here is current to where we are. Still gives me the same error though.
Thanks for helping me out. I really appreciate it. Know that your efforts are not going to waste.
Thanks for helping me out. I really appreciate it. Know that your efforts are not going to waste.
- Tue Jan 28, 2014 7:06 am
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
There is a repeated error in the entity\advanced.lua - looking for graphics in the wrong folders. (eg: "__base__/graphics/entity/lab/advanced-lab.png" instead of "__base__/graphics/entity/ advanced- lab/advanced-lab.png") Fixing this doesn't fix the original error though. I'm sur...
- Tue Jan 28, 2014 5:55 am
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Re: Please help me interpret this error message...
That was my thought as well. There are only two regular brackets in the lua, right at the top and bottom: data:extend( { { type = "lab", name = "advanced-lab", icon = "__base__/graphics/icons/advanced-lab.png", flags = {"placeable-player", "player-creatio...
- Tue Jan 28, 2014 5:43 am
- Forum: Modding help
- Topic: Please help me interpret this error message...
- Replies: 18
- Views: 6695
Please help me interpret this error message...
Hello. I am currently working on a mod that adds advanced lab, beacon, accumulator, and electric furnace to the game. I modified Dysoch's More Inserters! mod to get the file structure correct. But I'm having difficulty: ...error loading module 'prototypes.technology.advanced' from file ...prototypes...
- Sat Jan 25, 2014 3:04 am
- Forum: Modding help
- Topic: Help finding/changing player reach setting
- Replies: 2
- Views: 2868
Re: Help finding/changing player reach setting
Thanks for such a detailed response! I was afraid that reach was hard-coded. Changing the collision box sounds a bit too drastic to me. I'll just play with the reach as it is.
- Sat Jan 25, 2014 2:10 am
- Forum: Modding help
- Topic: Help finding/changing player reach setting
- Replies: 2
- Views: 2868
Help finding/changing player reach setting
Hello to all. I am looking for a way to extend the player's reach a bit. I'd like to make a control.lua that accomplishes this, but I can't find the proper commands to achieve it. I went to the wiki and searched for reach, and found under Lua/Player: canreachentity Parameter: Lua/Entity Returns true...
- Tue Jan 21, 2014 10:14 pm
- Forum: Texture Packs
- Topic: Some new icons to replace circuits, assemblers
- Replies: 6
- Views: 15833
Some new icons to replace circuits, assemblers
Hello. I modified the icons for both advanced and electronic circuits, and colourized the assembly machine icons to be the same shade as the machines themselves. Here's a preview: http://imagizer.imageshack.us/v2/800x600q90/802/f7l3.jpg And here is the zip file: Factorio_GFX.zip The five .png files ...