Search found 30 matches
- Sun Nov 27, 2022 8:12 pm
- Forum: Modding discussion
- Topic: Priority of loading mods
- Replies: 2
- Views: 949
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: 3041
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: 3041
[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: 717
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: 106228
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: 85123
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: 852
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: 963
- Thu Sep 03, 2020 12:26 am
- Forum: Ideas and Suggestions
- Topic: Custom rail type
- Replies: 4
- Views: 1551
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: 1043
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: 9217
- 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: 9217
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: 9217
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: 9217
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...
- Thu Aug 20, 2020 1:38 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9217
Re: How to get current surface and all entities with some name?
There's that sweet new feature in Factorio where you can use <CTRL>+<SHIFT>+>F> on an entity to see its prototype data. Use that for debugging! It will show you the real prototype data, which aren't fully available in the data stage. Thank you, I didn't know about it And last problem... How to scal...
- Thu Aug 20, 2020 1:35 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9217
- Thu Aug 20, 2020 12:18 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9217
Re: How to get current surface and all entities with some name?
game.players[1].print("placed "..global.generators_count .." arr " .. #global.generators) You can't use #global.generators on tables that are not lists (list = contiguous integers keys starting from 1 only) and expect the count. You can use table_size(global.generators) Read doc...
- Thu Aug 20, 2020 12:06 pm
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9217
Re: How to get current surface and all entities with some name?
local entities = surface.find_entities_filtered{name = "whatever"} or {} local store = {} for _, entity in ipairs(entities) do if entity.unit_number then store[unit_number] = entity else local id = script.register_on_entity_destroyed(entity) store[id] = entity end end Still not work funct...
- Thu Aug 20, 2020 7:39 am
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9217
Re: How to get current surface and all entities with some name?
Say, this looks suspicious! Thank you for your clarification Now i can find my fail I tried to use this for _, entity in pairs(global.things_I_care_about) do Instead of this for entity, _ in pairs(global.things_I_care_about) do Before that, I thought that the first code was just a template for call...
- Thu Aug 20, 2020 2:21 am
- Forum: Modding help
- Topic: How to get current surface and all entities with some name?
- Replies: 42
- Views: 9217
Re: How to get current surface and all entities with some name?
I try to make this, and... it's work, partially... If i copy-paste your code, the game says that the boolean type doesn't have a valid (well, it was to be expected), so I store it like this: global.generators[entity] = entity But in that case the array is not being updated, I tried to understand ho...