Search found 1266 matches

by FreeER
Fri Sep 19, 2014 6:16 pm
Forum: Mods
Topic: [0.11.13]Teleporter Belts 0.0.2
Replies: 23
Views: 29802

Re: [MOD 0.10.x]Teleporter Belts 0.0.2

So how do I fix the no such node (belt_horizontal) crash issue as you have just told us there is a fix somewhere not where we can find that fix. could you direct us to it? or repost it here?!?!? really? search and it comes up immediately, twice in fact, with nothing else to hide it. edit: admittedl...
by FreeER
Thu Sep 18, 2014 8:27 pm
Forum: Modding help
Topic: Player Reach/Crafting speed
Replies: 3
Views: 1867

Re: Player Reach/Crafting speed

ah, that's why the search missed it (modifier not multiplier). However, the equipment works because the devs coded it so that they work for the specific uses they had in mind. There aren't really modifiers for the equipment like there is for tech (even they are limited by what is coded) and the forc...
by FreeER
Thu Sep 18, 2014 5:49 pm
Forum: Modding help
Topic: Player Reach/Crafting speed
Replies: 3
Views: 1867

Re: Player Reach/Crafting speed

Anyone have any thoughts for the location of these if they are possible? I don't remember there being a manualcraftingspeedmultiplier and I can't find that in a search of the forum or the wiki...I believe the TimeButtons mod has a settings to increase game.speed when you're crafting but that's prob...
by FreeER
Thu Sep 18, 2014 5:39 pm
Forum: Modding help
Topic: Simple help needed
Replies: 18
Views: 6249

Re: Simple help needed

ah.. probably a 'bug' with trying to display the raw requirements per item by dividing the actual requirements by the result_count, thus there are small numbers (1/51, 1/101) that round to 0. Nothing technically wrong there.
by FreeER
Tue Sep 16, 2014 11:28 pm
Forum: Modding help
Topic: Simple help needed
Replies: 18
Views: 6249

Re: Simple help needed

for links to the mod/other help I need would be nice to have so that I can quickly look at it the inventory info is on the wiki here I already added a link for the dev null mod, the only other information would be entity.removeitem and entity.getinventory which are on the wiki here . of course if y...
by FreeER
Tue Sep 16, 2014 10:50 pm
Forum: Modding help
Topic: Simple help needed
Replies: 18
Views: 6249

Re: Simple help needed

um, I'd suggest testing mode mod for free items rather than 'test' recipes to be honest, though if you actually need recipes then new tabs are created by making an "item-group" prototype, see data/base/prototypes/item/item-groups.lua (and giving the group's name as the subgroup property of...
by FreeER
Mon Sep 15, 2014 8:53 pm
Forum: Modding help
Topic: Any variable to control biter spawn rate
Replies: 3
Views: 1862

Re: Any variable to control biter spawn rate

I'm fairly new to Lua so what's the best way of poking around in the data.raw table? data.raw's layout is data.raw[type][name] = prototype_table_passed_to_data_extend. If you'd like a slightly more graphical view (a text dump of data.raw listed by type and name, no actual prototype data though) of ...
by FreeER
Mon Sep 15, 2014 1:31 pm
Forum: Mods
Topic: Sandbox Units
Replies: 3
Views: 7347

Re: Sandbox Units

[quote="dante123113"]I have no clue how to even begin to get the "ghost mode" toggle to function, maybe I'll try another day, sorry![/quote]You can enter god mod by setting game.player.character to nil (of course, if you want to switch back you'd want to save that variable elsew...
by FreeER
Mon Sep 15, 2014 1:06 pm
Forum: Modding help
Topic: Any variable to control biter spawn rate
Replies: 3
Views: 1862

Re: Any variable to control biter spawn rate

Have you tried lowering the game.evolutionfactor (max of 1, min of 0)? Changing the mapsettings would really only be beneficial at the start of a game (they control how much those actions should increase the game.evolutionfactor), since after you've been playing for a while the evolutionfactor prett...
by FreeER
Mon Sep 15, 2014 1:03 am
Forum: Modding help
Topic: How to update the map after modifying the terrain?
Replies: 6
Views: 3342

Re: How to update the map after modifying the terrain?

It doesn't work. :( Console says "chart" expected a table but got nil instead. chart would need to be called with a valid bounding box (nil means it got something with a value equivalent to "no real value here"), I used boundingbox_to_chart as a placeholder (sorry for not making...
by FreeER
Sat Sep 13, 2014 11:09 pm
Forum: Modding help
Topic: Does the coin (science-pack subgroup) item have any use?
Replies: 4
Views: 2127

Re: Does the coin (science-pack subgroup) item have any use?

Are you part of the development team, by the way, FreeER? It seems you know so much about modding Factorio. No, but I've been playing with the lua code since the public release, as such if I haven't personally used (or manipulated) some part of the API I've probably seen someone else (try to) do so...
by FreeER
Sat Sep 13, 2014 9:55 pm
Forum: Modding help
Topic: Does the coin (science-pack subgroup) item have any use?
Replies: 4
Views: 2127

Re: Does the coin (science-pack subgroup) item have any use?

The only place I recall it being used is with the market in the scenario pack (available when buying the Furnace Attendant 'pack'). So, probably not worth adding an exception.
by FreeER
Sat Sep 13, 2014 9:33 pm
Forum: Modding help
Topic: How to update the map after modifying the terrain?
Replies: 6
Views: 3342

Re: How to update the map after modifying the terrain?

I'd think that game.player.force.chart(boundingbox_to_chart) would work (though I haven't had to do this myself), see Wiki Lua/Force, well the wiki doesn't actually have much more to say for that command but...
by FreeER
Sat Sep 13, 2014 7:47 pm
Forum: Modding discussion
Topic: Hide items in filters?
Replies: 0
Views: 2557

Hide items in filters?

As the title asks, is it possible to prevent items from showing in filters? I vaguely recall reading about it in a thread or two but can't remember if a way was ever actually implemented for it. I tried to search the forum but failed to find the proper combination of key words to find any results.
by FreeER
Sat Sep 13, 2014 7:32 pm
Forum: Modding help
Topic: I can't make my mod work.
Replies: 4
Views: 1854

Re: I can't make my mod work.

Will it look like this? yes I could do something similar to set the capacity of all of the game's containers. yep, a simple for loop would work here :) for key, prototype in pairs(data.raw["containers"]) do -- the 'key' variable isn't used in this example, so you'd typically see people us...
by FreeER
Sat Sep 13, 2014 6:50 pm
Forum: Modding help
Topic: I can't make my mod work.
Replies: 4
Views: 1854

Re: I can't make my mod work.

If you didn't copy the data.lua file then Factorio won't actually be loading the prototypes. It loads the data.lua which then requires all of the files the mod author has created, technically all prototypes could be placed in data.lua, but they're almost always separated for organization reasons. I'...
by FreeER
Fri Sep 12, 2014 5:26 pm
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 114137

Re: [MOD 0.10.x] TimeButtons v0.2.0

You could go into the lua files and set them. I tried that. Looked at a couple different files. Was all just a bunch of code mumbo jumbo to me. What I need is something a lot more specific than that. Thanks for trying though. Looks to me as if the defaults are set within the init_all() function (li...
by FreeER
Thu Sep 11, 2014 8:46 pm
Forum: Modding help
Topic: Tab container for storage
Replies: 2
Views: 1231

Re: Tab container for storage

modifying (or replacing) the GUIs used by the game (ie, the inventory management system) isn't actually possible. However, Theoretically it might be possible to use the GUIs Factorio does provide access to (see the wiki Lua/Gui page) similar to how the testing mode mod gives a list of items to spawn...
by FreeER
Thu Sep 11, 2014 6:36 pm
Forum: Modding help
Topic: Customizing the info that is shown on "ALT"
Replies: 6
Views: 2524

Re: Customizing the info that is shown on "ALT"

i tryed to change the text-property, but flying-text.text seems to be private member.. this is so unsatisfying^^ I also wanted to change the duration of the flying-text, or it's animation to nil, so it stays where it is and emulates an static text. yes it is private, though with the problems of mov...
by FreeER
Wed Sep 10, 2014 6:31 pm
Forum: Modding help
Topic: Customizing the info that is shown on "ALT"
Replies: 6
Views: 2524

Re: Customizing the info that is shown on "ALT"

Is this possible with the current modding api no, it is hardcoded based on the entity. can one at least read the setting whether the info-mode is on or off? Or are there keypress-Events Unfortunately, no. can one print text to the screen besides the console like thingy?^^ Finally! Something I can a...

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