Search found 36 matches
- Sat Nov 16, 2024 10:22 pm
- Forum: Modding help
- Topic: Change storage variable from game
- Replies: 4
- Views: 183
Re: Change storage variable from game
Guys, it's really much easier to make just variable editor command like this: script.on_event(defines.events.on_console_command,function(event) command(event) end) function command (event) if event.command == "your_command" then local par = splitString(event.parameters," ") --now...
- Sat Nov 16, 2024 10:23 am
- Forum: Modding help
- Topic: Change storage variable from game
- Replies: 4
- Views: 183
Re: Change storage variable from game
if someone will find it, i found only one solution: custom commands
use this event to run function that will change variable you need
https://lua-api.factorio.com/latest/cla ... mmand_used
use this event to run function that will change variable you need
https://lua-api.factorio.com/latest/cla ... mmand_used
- Fri Nov 15, 2024 3:53 pm
- Forum: Modding help
- Topic: Change storage variable from game
- Replies: 4
- Views: 183
Change storage variable from game
Is it possible to change mod's storage variable by some command? I know that
will show all data from mod, but how can i change it?
Code: Select all
/c __mod name__ game.player.print(serpent.dump(storage))
- Thu Nov 14, 2024 8:43 pm
- Forum: Modding help
- Topic: Problems with modding for space age
- Replies: 0
- Views: 95
Problems with modding for space age
I worked on some mod for space age and have few questions: 1) Can i hide asteroid chunks from connection info? 2) Why i MUST use normal map and roughness for variations (and i totally cant understand how it works, all i have is black spine something instead what i see in space age (and no examples n...
- Thu Nov 14, 2024 8:06 pm
- Forum: Modding help
- Topic: draw_text offset
- Replies: 2
- Views: 115
Re: draw_text offset
Thanks! Can you change link in api to this, because current is confusing a bitBilka wrote: βThu Nov 14, 2024 7:59 pm The offset is part of the target specification now: https://lua-api.factorio.com/latest/con ... Table.html
- Thu Nov 14, 2024 7:55 pm
- Forum: Modding help
- Topic: draw_text offset
- Replies: 2
- Views: 115
draw_text offset
I rewriting old mod to 2.0 and looks like this not works anymore: storage.generators_text[entity.unit_number] = rendering.draw_text{ text = storage.dysonsphere, scale = 1, color = {255,239,161}, surface = entity.surface, target = entity, only_in_alt_mode =true, draw_on_ground =false, alignment = &qu...
- Sun Nov 27, 2022 8:12 pm
- Forum: Modding discussion
- Topic: Priority of loading mods
- Replies: 2
- Views: 992
Priority of loading mods
How about adding priority downloads to json mods? I often make forks of mods or addons, and sometimes the author uses the last stage of loading for the main code and my mod simply does not see the necessary prototypes or smth else. What if it were or as in rimworld - the json specifies the mods that...
- Wed Dec 23, 2020 3:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Crash adding custom menu simulation (ScriptRenderAnimation::getCurrentFrame)
- Replies: 4
- Views: 3132
Re: Problem with menu simulations
Game is crashing, thats our fault, so moving to bug reports Please attach the whole mod and save games etc. I dont think so, because another mods with this works well But np, that only mod i use (i remove all saves and mods for tests) https://drive.google.com/file/d/1dN2Ig6DzPfGErdt1KbFeUdw-veZJFr9...
- Wed Dec 23, 2020 2:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Crash adding custom menu simulation (ScriptRenderAnimation::getCurrentFrame)
- Replies: 4
- Views: 3132
[Rseding91] Crash adding custom menu simulation (ScriptRenderAnimation::getCurrentFrame)
I try to add my own level to menu, i do it like in base mod or in another mods of this, but in 95% my game crashes with this: 52.275 Factorio initialised 52.320 Steam Storage Quota: 4454/4768 52.353 Error CrashHandler.cpp:480: Exception Code: c0000005, Address: 0x00007ff75455959f ModuleBase: 0x00007...
- Thu Dec 17, 2020 6:10 am
- Forum: Modding help
- Topic: Creating map for menu
- Replies: 0
- Views: 739
Creating map for menu
I want to add my simulation to the menu.
I imported the map from the standard set, changed it as I needed and added it back removing everything except level.dat
However, when game try to show my simulation, it just crashes, which may be the problem?
I imported the map from the standard set, changed it as I needed and added it back removing everything except level.dat
However, when game try to show my simulation, it just crashes, which may be the problem?
- Fri Nov 13, 2020 2:04 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 108145
Re: Friday Facts #363 - 1.1 is getting close
Wow, I just want to say that the new lighting system is awesome! I think that when creating new objects in the mod, we will need to specify a new sprite layer. However, I do not yet understand how we will specify the color of light and its intensity.
- Sun Nov 01, 2020 1:15 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 86650
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Can I use mods/scripts to add my own scenes to the menu? I think many global mods would really like to do this. Either I, as the creator of modpacks, would like to display in the menu what my modpack contains.
- Sun Sep 06, 2020 5:55 pm
- Forum: Modding help
- Topic: Getting the resources required for carft
- Replies: 2
- Views: 898
Getting the resources required for carft
Is there an easy way to get all the initial resources that are required for crafting? Not "iron plate" or "battery", and how much iron, oil, etc needed for crafting? Or can I only find them after 1000 "for"? I only need to get the original resources, which are written, ...
- Thu Sep 03, 2020 12:32 am
- Forum: Ideas and Suggestions
- Topic: Help button
- Replies: 2
- Views: 1020
- Thu Sep 03, 2020 12:26 am
- Forum: Ideas and Suggestions
- Topic: Custom rail type
- Replies: 4
- Views: 1602
Custom rail type
TL;DR The ability to specify a separate type of rails and then select the type in the train and cars. Why? At the moment, the rails are rails, you can change the appearance, and that's it. But why not add the ability to choose which tracks the train can go on? Specifically, I am interested in this ...
- Wed Sep 02, 2020 9:25 pm
- Forum: Modding help
- Topic: Train restriction
- Replies: 2
- Views: 1075
Train restriction
I want to make my own mode of transport based on the train. The main problem is that I need that my transport could not ride on the rails from the original game, but only on mine, and accordingly the train from the original game could not ride on my rails, it is desirable not to come into conflict w...
- Sat Aug 22, 2020 9:04 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9752
- Fri Aug 21, 2020 12:02 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9752
Re: How to get current surface and all entities with some name?
I can't speak for the others, of course, but I'm not opposed to that idea -- thanks for the offer! Also, perhaps you should include the link after all. I don't speak much Russian (just some faint memories from school way back in the past, and I don't know about Qon and Yoyobuae. But this is a forum...
- Fri Aug 21, 2020 12:43 am
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9752
Re: How to get current surface and all entities with some name?
You could use the rendering class . For example, I use this code in Thank you again, i complete code part (maybe i add new items or technologies, but I won't change anything else in control.lua) With Rendering class i made animation with light and text, it's really useful https://sun9-29.userapi.co...
- Thu Aug 20, 2020 2:35 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9752
Re: How to get current surface and all entities with some name?
You could use the rendering class . For example, I use this code in GCKI to put a key-icon on locked vehicles in ALT-mode: -- Set icon if not v.entity.active then v.lock_icon = rendering.draw_sprite{ sprite = "GCKI_locked-icon", target = v.entity, target_offset = {0, -0.5}, surface = v.en...