Search found 1266 matches

by FreeER
Sat Oct 04, 2014 10:00 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 2261

Re: Recipe categories

Phakx wrote:EDIT: i added your lower code in a control.lua 2 days ago as you send it to me.
all the code I've posted would belong in the data portion of your mod (whether directly in data.lua or a file required by it). But yeah, send me the code and I'll look and see why it's not working as expected.
by FreeER
Fri Oct 03, 2014 4:49 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 2261

Re: Recipe categories

for recipes enabled controls whether the recipe will be unlocked at the start of the game or not. If it is set to false (the default is true) then it is not unlocked (and thus not displayed in the crafting menus) and it will need to be unlocked in-game using research (added via a technology prototyp...
by FreeER
Fri Oct 03, 2014 3:58 pm
Forum: Modding help
Topic: iron plate
Replies: 2
Views: 496

Re: iron plate

Since the majority (if not all) of the base recipe names use the same name as they item they craft you can find the item name ("iron-plate") and assume it'll be the name of the recipe. You'd find it by either looking at the prototypes (it'd be under data/base/prototypes/item/demo-item.lua)...
by FreeER
Thu Oct 02, 2014 2:24 pm
Forum: Modding help
Topic: Need help with modding
Replies: 2
Views: 615

Re: Need help with modding

Well if you look in the data/base/prototypes/entity/entity.lua file you'll see that the storage tank has a type of "storage-tank" and a name of "storage-tank", you'll also see the number 250 (suspiciously close to the 2500 number you mentioned) as the base_area in the fluid_box s...
by FreeER
Wed Oct 01, 2014 1:16 pm
Forum: Modding help
Topic: Simple help needed
Replies: 18
Views: 3717

Re: Simple help needed

I also want to know is how do you detect if the same mod is installed to use the disabler? yeah, good question there... You can just check if data.raw[type][name] ~= nil (since nil evaluates to false you wouldn't actually need the explicit ~= nil portion) for one of the prototypes that you know the...
by FreeER
Tue Sep 30, 2014 4:26 pm
Forum: News
Topic: Friday Facts #53 Multikulti Mutliplayer
Replies: 35
Views: 24042

Re: Friday Facts #53 Multikulti Mutliplayer

paul42 wrote:perhaps an IRC channel?
Well #factorio on irc.esper.net is the official irc channel.
by FreeER
Tue Sep 30, 2014 2:01 pm
Forum: Modding help
Topic: Recipe categories
Replies: 12
Views: 2261

Re: Recipe categories

Not exactly. First, just to be sure, enabled = false makes it so that the recipe is not shown by default, if the category is empty (or none of the recipes are enabled) then it won't be displayed. Recipes need to be set enabled during the game (typically with a technology through research, but contro...
by FreeER
Tue Sep 30, 2014 1:32 pm
Forum: Implemented mod requests
Topic: game.player.gui.center.add{type="picture", [...]}
Replies: 3
Views: 4169

Re: game.player.gui.center.add{type="picture", [...]}

which elements i can style with pictures and how can i do this? Until now i couldn't find any example. at least buttons (see first spoiler, and second for others types), which rk84 used for his test mode mod (and checkboxes too). For an example download it and look at the styles subfolder. -- note ...
by FreeER
Tue Sep 30, 2014 12:37 pm
Forum: Modding help
Topic: script
Replies: 8
Views: 1190

Re: script

Then that explains why it won't work :p Yeah, was hoping that wouldn't be an issue for you, but kind of figured it would. You probably could hack it in control.lua if you really wanted to by having two recipes and monitoring all built assembling machines (using the onbuiltentity event and storing t...
by FreeER
Mon Sep 29, 2014 11:19 pm
Forum: Modding help
Topic: script
Replies: 8
Views: 1190

Re: script

You can actually specify the recipe result in a couple ways if you use the "results" property instead of "result": {"item-name", x}. where x is a number. {type=theType, name="item-or-fluid-name", probability=y, amount=x}, where theType is "item" or &...
by FreeER
Mon Sep 29, 2014 5:04 pm
Forum: News
Topic: Friday Facts #53 Multikulti Mutliplayer
Replies: 35
Views: 24042

Re: Friday Facts #53 Multikulti Mutliplayer

Anyway, will mods work in multiplayer? Provided they don't use math random (with unpredictable seed kinda). The issue won't be math.random (it's been replaced by a deterministic version). I imagine mods would need to be changed to handle multiple player characters existing with the same force, (and...
by FreeER
Mon Sep 29, 2014 2:51 pm
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 1698

Re: lua code inventory tabs

yeah, well the only solution to that (other than asking the devs for scroll bars on everything lol) is to use the Lua GUIs like testmode does and simulate one. The possible Lua gui positions are either top, left, or center and are accessed with game.player.top for example (see wiki ). To one of thos...
by FreeER
Mon Sep 29, 2014 3:25 am
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 1698

Re: lua code inventory tabs

The number of slots in an inventory is defined by the "inventory_size" property/node in the container prototype, the technical limit is probably about 32 thousand... but since I don't believe Factorio will add scroll bars to the inventory the practical limit is going to be determined by th...
by FreeER
Sun Sep 28, 2014 6:31 pm
Forum: Modding help
Topic: lua code inventory tabs
Replies: 7
Views: 1698

Re: lua code inventory tabs

i need code to define a parameter called "tabs" which defines the count of inventory tabs in a container. If you mean "tabs" like the item groups in the player's inventory or the recipe selection in assembler's but for another container then I'm fairly certain that you can't def...
by FreeER
Sat Sep 27, 2014 3:42 pm
Forum: Modding help
Topic: A few questions
Replies: 6
Views: 967

Re: A few questions

Well, you'd need a way for the player to tell you want they want to 'buy' (the selling part could be as easy as whatever is placed in an "exports" chest, or as 'complicated' as the buying). There are a couple ways that I can think of off the top of my head. Remote interfaces (annoying to u...
by FreeER
Fri Sep 26, 2014 2:51 pm
Forum: Modding help
Topic: control mod behavior from console
Replies: 2
Views: 1060

Re: control mod behavior from console

But: Is there a alternative to remote.call(...)? Currently, there is not (you could have them manually edit files but...). Well, you could use any of the normal events to call the function, say monitor the onputitem event for when the player tried to build a certain item (or did so ontop of a certa...
by FreeER
Thu Sep 25, 2014 12:48 pm
Forum: Modding help
Topic: A few questions
Replies: 6
Views: 967

Re: A few questions

Can I make custom container with custom gui? Not like there are for the regular entities, the best you can do from a mod are the guis like those in TestMode. Of course you control when they open so you can have the player attempt to open the container with an item and use the onputitem event to ope...
by FreeER
Tue Sep 23, 2014 6:34 pm
Forum: Modding help
Topic: A few questions
Replies: 6
Views: 967

Re: A few questions

1) not that I am aware of 2) yes 3) yes 4) .. depends. While Factorio is loading (and assuming your mod is loaded after the resource was added to Factorio using the info.json dependencies) you can read that information from data.raw and have full access to the prototype. In game you have limited acc...
by FreeER
Mon Sep 22, 2014 6:41 pm
Forum: Modding help
Topic: Entity graphics
Replies: 2
Views: 536

Re: Entity graphics

The best advice I could give here would probably be to learn how to use a 3D modeling program like Blender (I believe the base sprites are made from Blender models), there's a short guide for making sprite sheets with Blender here , as for modeling your object a few youtube channels with Blender vid...
by FreeER
Fri Sep 19, 2014 6:23 pm
Forum: Modding help
Topic: Simple help needed
Replies: 18
Views: 3717

Re: Simple help needed

Is there anything I can do FreeER to set it right in my code? With not knowing how much I need per item it is hard to play. well it's still 1 iron per craft (or whatever was specified in the ingredients), you'll just get 51/101/etc result items per craft. As said, there's nothing wrong there and if...

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