Search found 1266 matches

by FreeER
Sat Sep 06, 2014 2:04 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 34708

Re: Mod filename rules for 0.10.7 and later

Interesting, when I first started using Factorio mods, they all failed to load with just zips in the mods folder, I had to unzip them all into their own directories. I wonder when this changed... Apparently its always been there, I didn't know about it till this thread was created. It was probably ...
by FreeER
Fri Sep 05, 2014 3:46 am
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 34708

Re: Mod filename rules for 0.10.7 and later

What is with all the zip file name stuff, the zip file is for backup, and unzipped directory goes in the mods directory? given proper naming of the mod zip, folder, and information given in the info.json, Factorio is capable of loading the mod from the zip, no need to unzip it. My guess as to the f...
by FreeER
Thu Sep 04, 2014 2:05 pm
Forum: Modding help
Topic: Creating ghost entities?
Replies: 6
Views: 2535

Re: Creating ghost entities?

The next question is, how do I set the recipe for a ghost assembling machine? :) you can't, mainly because it's a ghost that will become an assembling machine, not just an assembling machine waiting to be built. Second, I'm not sure that you can set the recipe via code with Lua (you can read it jus...
by FreeER
Wed Sep 03, 2014 12:44 pm
Forum: Modding help
Topic: Creating ghost entities?
Replies: 6
Views: 2535

Re: Creating ghost entities?

This should be possible via game.createentity{name="ghost", position=game.player.selected.position, innername="stone-furnace", force=game.player.force} innername was actually part of the error message when I tried to create a ghost in 10.8 (I feel fairly sure I've done it earlier...
by FreeER
Fri Aug 22, 2014 2:45 pm
Forum: Implemented mod requests
Topic: Request getting certain slot in an inventory
Replies: 8
Views: 10298

Re: Request getting certain slot in an inventory

I'm not sure if you're still looking to fix this Not anymore, I actually gave the code I used to get around this in an earlier post, and was informed by rk84 that the lua 'next' function (used by pairs) would have been more elegant than my solution :) I chose to use the contents instead of the inve...
by FreeER
Tue Aug 19, 2014 12:44 pm
Forum: Modding help
Topic: technology effects
Replies: 6
Views: 2517

Re: technology effects

Actually you can do regeneration bonuses with some hacking around. Yep, it's possible, I didn't mention it mostly because I didn't think to, which is probably because I personally prefer to let the C++ code do as much work as it can (since it's presumably been 'optimized' for doing that work alread...
by FreeER
Mon Aug 18, 2014 4:35 pm
Forum: Modding help
Topic: technology effects
Replies: 6
Views: 2517

Re: technology effects

actually, how do you switch the character to a new one? when I try, it crashes :? oldchar = game.player.character newCharacter = game.createentity{name = "player", position = oldchar.position, force = oldchar.force} game.player.character = newCharacter -- swap inventories here oldchar.des...
by FreeER
Mon Aug 18, 2014 3:14 pm
Forum: Modding help
Topic: How to modify Placement Range
Replies: 3
Views: 1585

Re: How to modify Placement Range

Oh, I see. That's too bad. :( Yeah, I'm not sure if there's a reason for it being hard coded at this point (probably was for simplicity in the beginning), so it's possible you could make a request in Modding interface requests and ask the devs to make it possible (though they are a bit busy with mu...
by FreeER
Mon Aug 18, 2014 3:01 pm
Forum: Modding help
Topic: How to modify Placement Range
Replies: 3
Views: 1585

Re: How to modify Placement Range

I'm fairly sure that it's actually hard coded in C++... While you could probably fake it by using control.lua to create the entity when the player tries to place an item that would very likely destroy the ability for other mods to detect entity placement (game.createentity does not raise the onentit...
by FreeER
Mon Aug 18, 2014 11:11 am
Forum: Modding help
Topic: technology effects
Replies: 6
Views: 2517

Re: technology effects

Yes the effects are hardcoded, I answered a post fairly similar to this here, so check that post and feel free to ask any questions you still have afterwards :)
by FreeER
Fri Aug 15, 2014 5:11 pm
Forum: Modding help
Topic: Crash when opening electric network information
Replies: 1
Views: 1407

Re: Crash when opening electric network information

If Factorio is crashing (and it is lol) then it's a vanilla bug (even if it's getting horrendously improper input it should fail gracefully with an error message back to the main menu, not crash). So a tiny bit of checking and it appears that just having the "placeable-player" flag prevent...
by FreeER
Fri Aug 15, 2014 2:25 pm
Forum: Implemented mod requests
Topic: Request getting certain slot in an inventory
Replies: 8
Views: 10298

Re: Request getting certain slot in an inventory

I just (accidently) found out that you have at least read access to specific inventory slots :D yep, I actually knew that at the time (don't ask why I didn't mention it here, I have no idea) but was running into an issue with using it I can't remember exactly what the issue was but you can see the ...
by FreeER
Wed Aug 13, 2014 11:11 pm
Forum: Questions, reviews and ratings
Topic: Locale changes in 0.11.0 -- the moding part
Replies: 1
Views: 9514

Re: Locale changes in 0.11.0 -- the moding part

Those of you on windows -- can't help you ... sorry :-) get/use cygwin and copy/paste the script into the terminal, or if you want to use it as a shell script then paste it into notepad++ and make sure to use the edit->EOL Conversion->UNIX/OSX Format (or you'll probably get unexpected EOF error lol...
by FreeER
Wed Aug 13, 2014 12:44 pm
Forum: Modding help
Topic: Floors and Walls
Replies: 4
Views: 2576

Re: Floors and Walls

Also - are the car/train actual 3D models? Easiest to answer so... the devs do have 3D models (made with Blender) but they are turned into sprites for the game's graphic engine (currently: Allegro which only supports 2D). I suppose the obvious followup question (if only asked hopefully) is: "H...
by FreeER
Tue Aug 12, 2014 6:54 pm
Forum: Implemented mod requests
Topic: Generator without water
Replies: 6
Views: 6843

Re: Generator without water

But I think it will be much better if there's some way to define a custom entity type. Absolutely would :) see this . I like to remind myself every now and then that you could name all of your fingers after the people working on Factorio and still have fingers unnamed and that they are focused on m...
by FreeER
Mon Aug 11, 2014 11:17 pm
Forum: Modding help
Topic: questions about writing a mod
Replies: 1
Views: 853

Re: questions about writing a mod

Since I am two for two striking out, am i missing something basic here? Simply that these are not easily possible. Most of how things work in Factorio is written in C++, which means that it is 'invisible and unchangeable' aka hardcoded. Obviously, at least when looking at Belt Lane Splitters and Te...
by FreeER
Mon Aug 11, 2014 8:29 pm
Forum: Gameplay Help
Topic: How do you untick the deconstructive blueprints?
Replies: 24
Views: 11648

Re: How do you untick the deconstructive blueprints?

I'm getting this error when trying that command: Ah, my bad, canceldeconstruction takes the 'force' that should try to deconstruct the entity. I haven't actually had much chance to use it so forgot that detail :) so inside of the "()" for it add "game.player.force" so it should ...
by FreeER
Sun Aug 10, 2014 7:59 pm
Forum: Implemented mod requests
Topic: Generator without water
Replies: 6
Views: 6843

Re: Generator without water

Is there any way to build a generator without water? like fusion-reactor or wind-generator. technically, no. But see this (and the post I'd linked to there). There is fusion-reactor for equipment. But I don't know how to use it as a entity. You can't, technically, the equipment types are different ...
by FreeER
Sun Aug 10, 2014 7:01 pm
Forum: Modding help
Topic: Animation lua code
Replies: 3
Views: 1276

Re: Animation lua code

the image appeared below and to the right of the selection box in that case you should modify, or probably delete, the animation.shift value. In your code it is telling Factorio to 'shift' the center of the provided image 2.515625 tiles right, and 0.484375 down, after drawing the selection/collisio...
by FreeER
Sun Aug 10, 2014 6:00 pm
Forum: Modding help
Topic: Animation lua code
Replies: 3
Views: 1276

Re: Animation lua code

What do the different sections of this block do? Well, assuming it's within an entity type that actually uses them (look in base/wiki), then I would assume that: when the entity is rotated 'north', the 'north' animation would be used, when rotated 'east' the 'east' animation is used... For knowing ...

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