Search found 2528 matches

by Deadlock989
Tue Sep 20, 2022 5:24 pm
Forum: Modding help
Topic: altering a single layer of animation
Replies: 3
Views: 802

Re: altering a single layer of animation

I don't want to alter the idle lab animation, so I'm not sure why I'd alter the `off_animation`? I only want to change the lights when it's researching. You have misunderstood / I wasn't clear. You don't want to use the full on_animation sheet because those have the blue glow effects built in. You ...
by Deadlock989
Sun Sep 18, 2022 12:03 pm
Forum: Modding help
Topic: altering a single layer of animation
Replies: 3
Views: 802

Re: altering a single layer of animation

You are using the full 33 frames of the original lab animation, in which the glowing effects are "baked in" and coloured blue (see Factorio/data/base/graphics/entity/lab/hr-lab.png). On top of that you are using a white draw_as_light layer. Draw_as_light is multiplicative, and blue multipl...
by Deadlock989
Sun Sep 18, 2022 11:57 am
Forum: Modding help
Topic: Catch nuke explosion event
Replies: 4
Views: 992

Re: Catch nuke explosion event

starholme wrote:
Sun Sep 18, 2022 1:42 am
Can you suggest a better way to get the location of a nuke explosion?
You can add a scripted trigger effect to the action delivery of the nuke, which you listen for in the on_script_trigger_effect event, checking against the id of your scripted effect.
by Deadlock989
Fri Sep 16, 2022 12:26 pm
Forum: Modding help
Topic: Turret raising_animation can't use several spritesheets
Replies: 6
Views: 1070

Re: Turret raising_animation can't use several spritesheets

You have chosen one of the most difficult places in the game to start modding sprites/animations. Clearly something is wrong with your numbers but it's hard to tell what. The difference with artillery cannon sprites (as far as I understand it) is that they are a RotatedSprite and don't support anima...
by Deadlock989
Fri Sep 16, 2022 8:54 am
Forum: Modding help
Topic: Turret raising_animation can't use several spritesheets
Replies: 6
Views: 1070

Re: Turret raising_animation can't use several spritesheets

I am finding it difficult to understand most of this. Are you really trying to make a raising animation with 128 frames per direction? If so that is ... a lot, especially with such large sprites. As a point of comparison, the base game uses 5 raising/folding frames for gun turrets and 15 for laser t...
by Deadlock989
Wed Sep 14, 2022 10:03 am
Forum: Modding help
Topic: How do I move characters that don't have a player (and never will)?
Replies: 7
Views: 1613

Re: How do I move characters that don't have a player (and never will)?

I just did a bit of fiddling and it looks like unattached characters do respond to changes to walking_state , which lets you move a character in one of the eight compass directions with all the proper animations, correct speed (including terrain modifiers) etc. Unlike player-controlled characters th...
by Deadlock989
Wed Sep 14, 2022 9:25 am
Forum: Modding help
Topic: How do I move characters that don't have a player (and never will)?
Replies: 7
Views: 1613

Re: How do I move characters that don't have a player (and never will)?

You can only give commands to entities of type "unit" and they are the only entities capable of using the built-in pathfinding to move themselves. In the base game, units are biters and spitters. The Robot Army mod uses units (presumably on the same force as the player) and UnitGroups as a...
by Deadlock989
Tue Sep 13, 2022 11:18 pm
Forum: Modding help
Topic: [Solved] Skip intro but retain the crashsite
Replies: 10
Views: 1528

Re: Skip intro but retain the crashsite

I don't know what a TAS is in this context. Is there anything simple i can do? Not really, that's the way the freeplay scenario is set up - you can see how it handles those remote calls in Factorio\data\base\scenarios\freeplay\freeplay.lua. For non-simple solutions you could maybe create your own cu...
by Deadlock989
Tue Sep 13, 2022 11:03 pm
Forum: Modding help
Topic: Solved: recipe's "Made In" list empty when prototype explorer clearly shows recipe category matches machine's
Replies: 2
Views: 1184

Re: recipe's "Made In" list empty when prototype explorer clearly shows recipe category matches machine's

Your new assembler doesn't have any fluid boxes so it can't handle any recipes with a fluid in them.
by Deadlock989
Tue Sep 13, 2022 10:49 pm
Forum: Modding help
Topic: Getting the specific bullet-count in a players' active weapon's magazine
Replies: 2
Views: 677

Re: Getting the specific bullet-count in a players' active weapon's magazine

The character_ammo inventory is an array of LuaItemStacks, apparently left to right as you look at it in the GUI, with 3 slots in vanilla (I'm not sure if this inventory can have its size changed by mods). You can get the currently selected gun and ammo slot with character.selected_gun_index . Use t...
by Deadlock989
Tue Sep 13, 2022 10:03 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 48225

Re: Industrial Revolution 2 discussion

And ofc there is always the option to disable this mod and fall back to vanilla system, refuel the train every loop or just not to upgrade to batteries for trains. I was just curious if there was an good way around it / it was working as intended. Definitely not intended. Even without a refuelling ...
by Deadlock989
Tue Sep 13, 2022 12:31 pm
Forum: Modding help
Topic: Can't find vanilla red-wire / green-wire entity definitions
Replies: 4
Views: 774

Re: Can't find vanilla red-wire / green-wire entity definitions

So i must've missed something right? Maybe? We can't see your code. [Edit]: what makes me think is: if i basically copy pasted the "new" wires basing of the vanilla wires, why the game won't let me connect my wires to poles and inserters, but the vanilla wires are fine? The connection beh...
by Deadlock989
Tue Sep 13, 2022 11:43 am
Forum: Modding help
Topic: Can't find vanilla red-wire / green-wire entity definitions
Replies: 4
Views: 774

Re: Can't find vanilla red-wire / green-wire entity definitions

Wires are not entities. Machines which can connect to wires must have certain properties set up, e.g. circuit_wire_connection_point, circuit_wire_max_distance etc. See transport belts for an example. But many entities cannot be connected to circuit wires, e.g. assembling machines. If their prototype...
by Deadlock989
Tue Sep 13, 2022 11:26 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 48225

Re: Industrial Revolution 2 discussion

I use dedicated refulling stations to fuel my trains. In there, a train gets up to 3 full stacks of batteries... but there is only 1 stack for discharged Items as fuel. So, my trains run out of fuel because they cannot use the 2nd stack of batteries, cause the spend batteries have no where to go. T...
by Deadlock989
Wed Sep 07, 2022 3:01 pm
Forum: Modding help
Topic: can limit animation speed's max value?
Replies: 1
Views: 540

Re: can limit animation speed's max value?

For crafting machines (assembling machines or furnaces) you can use the match_animation_speed_to_activity property.

https://wiki.factorio.com/Prototype/Cra ... o_activity
by Deadlock989
Thu Jun 16, 2022 9:41 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 48225

Re: Industrial Revolution 2 discussion

Hey, Deadlock, I want to say Great Big Thank You for your mod. I love it. Some things I wanted to say. 1) In your Industrial Revolution "1" you had 3x3 storage chests, made of bronze, iron and steel, they helped a lot with the game. When you made "IR-2", you removed them. Any pl...
by Deadlock989
Mon May 16, 2022 3:59 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 17403

Re: [MOD 1.0+] Larger Lamps

husky777 wrote:
Sat May 14, 2022 12:01 pm
Have you thought about adding integration in the form of a recipe change for glass?
I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps).
by Deadlock989
Mon May 16, 2022 3:50 pm
Forum: News
Topic: We support Ukraine
Replies: 3346
Views: 464121

Re: We support Ukraine

This thread is cancer.
by Deadlock989
Mon May 16, 2022 3:49 pm
Forum: Modding discussion
Topic: How can I copy construction robots' animation onto logistic robots?
Replies: 1
Views: 798

Re: How can I copy construction robots' animation onto logistic robots?

Logistics bots don't have the "working" state. Those flying bot states are hardcoded and can't be added or altered by Lua mods.
by Deadlock989
Mon May 16, 2022 3:42 pm
Forum: Modding discussion
Topic: How do I animate a texture?
Replies: 35
Views: 5696

Re: How do I animate a texture?

rainawareness wrote:
Sat May 14, 2022 5:10 pm
What I want to do is give logistic bots an idle animation, as in no matter where they are facing.
Unfortunately this is not possible. "Working" animations on flying bots can be animated, but idle and in_motion cannot. See viewtopic.php?f=58&t=71940

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