Search found 2528 matches
- 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 ...
- 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...
- Sun Sep 18, 2022 11:57 am
- Forum: Modding help
- Topic: Catch nuke explosion event
- Replies: 4
- Views: 992
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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
https://wiki.factorio.com/Prototype/Cra ... o_activity
- 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...
- Mon May 16, 2022 3:59 pm
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 17403
- 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.
- 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.
- 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?
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=71940rainawareness wrote: ↑Sat May 14, 2022 5:10 pmWhat I want to do is give logistic bots an idle animation, as in no matter where they are facing.