Search found 255 matches

by apriori
Thu Nov 10, 2016 8:26 pm
Forum: Ideas and Suggestions
Topic: Insertion options
Replies: 1
Views: 410

Insertion options

Ctrl + LMB = insert items into entity (ok)
Shift + LMB = build using bots (ok)
Ctrl + Shift + LMB = insert items into entity using bots (suggestion)
by apriori
Tue Nov 08, 2016 9:11 pm
Forum: Modding interface requests
Topic: on_entity_clicked
Replies: 2
Views: 447

Re: on_entity_clicked

I'm in! Vote for on_entity_clicked event!
Now I'm trying to realize "custom gui" for entities, and the only way to do that (which I use) is by hovering a mouse over an entity for some time. on_entity_clicked would be VERY HELPFUL!
by apriori
Tue Nov 08, 2016 8:43 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17651

Re: [0.14] Teleportation

Now you CAN charge beacon from accus. =) And power statistics is correct. OMG I'm learning)))
by apriori
Tue Nov 08, 2016 6:24 am
Forum: Modding help
Topic: Contents of scroll-pane.style and progressbar.style
Replies: 5
Views: 565

Re: Contents of scroll-pane.style and progressbar.style

While not specific to those element types, it will error if it can't accept the style, so just trial and error them Thanks for the reply. As I know, smooth_color and other_smooth_colors are specific for a progressbar, but using it in a script causes "doesn't contain key" error, so I have to define ...
by apriori
Mon Nov 07, 2016 9:36 pm
Forum: Modding help
Topic: Contents of scroll-pane.style and progressbar.style
Replies: 5
Views: 565

Contents of scroll-pane.style and progressbar.style

Which properies of scroll-pane and progressbar can be changed in runtime (in control.lua)?
Where can I see the full list of its properties?
by apriori
Mon Nov 07, 2016 5:55 pm
Forum: Modding help
Topic: Entity accepting items
Replies: 4
Views: 612

Re: Entity accepting items

Fixed_recipe = your_recipe - in entity's prototype. See prototype of rocket silo in Factorio -> Base folder.
by apriori
Sun Nov 06, 2016 11:53 pm
Forum: Modding help
Topic: Combo entity: accum + chest. How?
Replies: 2
Views: 375

Re: Combo entity: accum + chest. How?

Nobody knows? Maybe I should just spawn chest-like entity and hidden accu with output=0 in the same position?
by apriori
Sun Nov 06, 2016 8:29 pm
Forum: Modding help
Topic: Entity accepting items
Replies: 4
Views: 612

Re: Entity accepting items

Maybe an assembler? 1. Create special recipe category. 2. Use an assembler prototype that can craft recipes of this special category. 3. Create recipes of this category. Now your entity can accept defined resources at the defined amount. entity.operable = false -- to prevent changing currently craft...
by apriori
Sat Nov 05, 2016 4:33 pm
Forum: Modding help
Topic: Are there any flags descriptions?
Replies: 1
Views: 300

Are there any flags descriptions?

I can't understand what some of flags do. "filter-directions" - ??? (as example) If I set flag "not-on-map" to the entity (train stop) that has "null graphics" (empty png) - it's on the map (and minimap) anyway. Also when I set friendly_map_color = {r=1, g=1, b=0} to the same entity - it doesn't cha...
by apriori
Fri Nov 04, 2016 7:48 pm
Forum: Mods
Topic: [MOD 0.13] Oil Patch Exhauster
Replies: 5
Views: 1234

Re: [MOD 0.13] Oil Patch Exhauster

xxdolcexx wrote:i got tis eror when i try to start

Error Util.cpp:57: Path __StoneWaterWell__/graphics/pipe-covers/pipe-cover-none32x32.png does not match any mod.
Thanks for your feedback. Fixed.
by apriori
Fri Nov 04, 2016 3:52 pm
Forum: Modding discussion
Topic: [Guide] Linting lua and json files to spot missed errors
Replies: 4
Views: 1375

Re: [Guide] Linting lua and json files to spot missed errors

aubergine18 wrote:bumping, still seeing lots of people not using proper editors and running in to basic syntax errors as a result.
Hmm... I just use npp... If there's any editor/IDE that can help me in looking through "classes" (fields and methods) - tell me please.
by apriori
Thu Nov 03, 2016 10:05 pm
Forum: Modding help
Topic: Combo entity: accum + chest. How?
Replies: 2
Views: 375

Combo entity: accum + chest. How?

How can I create (or simulate) an entity, that consumes energy while being charged and can get items like chest (to put and pick items with inserters and loaders)? And power consumption should be calculated correctly to be shown in energy stats window.
by apriori
Thu Nov 03, 2016 7:56 pm
Forum: Duplicates
Topic: [0.14.18] Train colours seem broken
Replies: 3
Views: 743

Re: [0.14.18] Train colours seem broken

Steinio, thanks, I'll try.
Everything is ok at home (great PC) and there's no train colour at another (bad) PC. Nevermind.
by apriori
Thu Nov 03, 2016 7:13 pm
Forum: Ideas and Suggestions
Topic: New Type of Energy Generation
Replies: 4
Views: 659

Re: New Type of Energy Generation

:lol: :lol: :lol:
Pussion power!
by apriori
Thu Nov 03, 2016 6:42 pm
Forum: Implemented Suggestions
Topic: Loading items into entities on the run...
Replies: 5
Views: 799

Re: Loading items into entities on the run...

I see, it was there in your original post. Sorry for not reading more diligently. That could actually be a very useful feature, I'm surprised that it wasn't suggested before (as far as I know). One question: Imagine you run down a row of turrets with CTRL+RMB held to fill to 50 and you pass turret ...
by apriori
Thu Nov 03, 2016 4:38 pm
Forum: Duplicates
Topic: [0.14.18] Train colours seem broken
Replies: 3
Views: 743

[0.14.18] Train colours seem broken

proof pic
by apriori
Thu Nov 03, 2016 12:04 pm
Forum: Implemented Suggestions
Topic: Loading items into entities on the run...
Replies: 5
Views: 799

Re: Loading items into entities on the run...

No, it doesn't. Now you have to click on each entity. But I suggest not clicking but keeping the button pressed.
by apriori
Thu Nov 03, 2016 9:14 am
Forum: Implemented Suggestions
Topic: Loading items into entities on the run...
Replies: 5
Views: 799

Loading items into entities on the run...

...like conveyor line building: take a stack of ammo clips (or ore) into hand and run along a row of turrets (or furnaces) with Ctrl+LMB pressed - and items will be inserted into. Or Ctrl+RMB to insert a half of items held in the hand.

Useful for early game, and for setting up outposts.
by apriori
Thu Nov 03, 2016 7:20 am
Forum: Modding help
Topic: Are "globals" global?
Replies: 2
Views: 301

Re: Are "globals" global?

daniel34 wrote:you also don't need to prefix your own globals as collisions can't happen
That's it, thanks. =)
by apriori
Thu Nov 03, 2016 6:39 am
Forum: Modding help
Topic: Are "globals" global?
Replies: 2
Views: 301

Are "globals" global?

Are vars in global[] global amongst all mods or each mod has got its own globals?

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