Search found 127 matches

by sdgmlj
Fri Mar 04, 2022 9:07 am
Forum: Modding help
Topic: How do I adjust the value of DATA in "control.lua"?
Replies: 4
Views: 1206

Re: How do I adjust the value of DATA in "control.lua"?

Although I don't quite understand it, I know my idea can't be realized I suppose you want to change certain properties of entities in response to some event or player action. While you can't modify prototype definitions in the control stage, you could define different versions of your main prototyp...
by sdgmlj
Thu Mar 03, 2022 11:16 am
Forum: Modding help
Topic: How do I adjust the value of DATA in "control.lua"?
Replies: 4
Views: 1206

Re: How do I adjust the value of DATA in "control.lua"?

You cannot. This is one of the principles of working with prototypes. Prototypes are defined at data stage and after that they are immutable. If they would be mutable they would need to be saved in a save file which we are not doing, when changing mods there would be a need for a mechianism to choo...
by sdgmlj
Thu Mar 03, 2022 10:39 am
Forum: Modding help
Topic: How do I adjust the value of DATA in "control.lua"?
Replies: 4
Views: 1206

How do I adjust the value of DATA in "control.lua"?

How do I adjust the value of DATA in "control.lua"?
Using "data. Raw [******]" is invalid. Is there any other method?
thank you
by sdgmlj
Mon Feb 28, 2022 11:20 pm
Forum: Modding help
Topic: Why not use "if mods" in "control. Lua"?
Replies: 2
Views: 840

Re: Why not use "if mods" in "control. Lua"?

Check out game.active_mods and script.active_mods ! Both can be used in control.lua (and, of course, files required there) to get the list of active mods. The difference is that script.active_mods can already be used when script.on_load() is running while the global table 'game' (and with it, game....
by sdgmlj
Mon Feb 28, 2022 10:42 am
Forum: Modding help
Topic: Why not use "if mods" in "control. Lua"?
Replies: 2
Views: 840

Why not use "if mods" in "control. Lua"?

I will report an error after using it,

But I'm normal in "settings. Lua".

So how to check other modules in "control. Lua"?
by sdgmlj
Wed Feb 09, 2022 10:00 am
Forum: Modding help
Topic: Who can help me see, why not show the animation?
Replies: 7
Views: 1891

Re: Who can help me see, why not show the animation?

DaveMcW wrote:
Wed Feb 09, 2022 5:50 am
bigmachine_furnace.match_animation_speed_to_activity = false
Thank you. It works perfectly. That's the perfect answer I'm looking for. Thank you
by sdgmlj
Wed Feb 09, 2022 5:18 am
Forum: Modding help
Topic: Who can help me see, why not show the animation?
Replies: 7
Views: 1891

Re: Who can help me see, why not show the animation?

You may be able to set the furnace's https://wiki.factorio.com/Prototype/CraftingMachine#match_animation_speed_to_activity property to false to avoid the issue. I believe that also works for the machines base speed, not just for module effects. Where should the sentence "match_animation_speed_...
by sdgmlj
Wed Feb 09, 2022 5:15 am
Forum: Modding help
Topic: Who can help me see, why not show the animation?
Replies: 7
Views: 1891

Re: Who can help me see, why not show the animation?

You may be able to set the furnace's https://wiki.factorio.com/Prototype/CraftingMachine#match_animation_speed_to_activity property to false to avoid the issue. I believe that also works for the machines base speed, not just for module effects. Thank you, because the speed is too fast to display th...
by sdgmlj
Wed Feb 09, 2022 5:06 am
Forum: Modding help
Topic: Who can help me see, why not show the animation?
Replies: 7
Views: 1891

Re: Who can help me see, why not show the animation?

meifray wrote:
Tue Feb 08, 2022 5:11 pm
I think it is just moving too fast,just like high speed transportbelt are static,but in term of animation,it is moving actually.
Thank you. After my repeated tests, it's because it's too fast. I set it to 20 and it's normal.
by sdgmlj
Tue Feb 08, 2022 1:18 pm
Forum: Modding help
Topic: Who can help me see, why not show the animation?
Replies: 7
Views: 1891

Who can help me see, why not show the animation?

I added a new electric furnace. I just changed a few parameters. It works normally, but it doesn't display animation. Who can help me see what's wrong? Thank you. local bigmachine_furnace = table.deepcopy(data.raw['furnace']['electric-furnace']) bigmachine_furnace.name = "big-electric-furnace&q...
by sdgmlj
Sat Jan 29, 2022 3:54 am
Forum: Modding help
Topic: Request a syntax
Replies: 2
Views: 852

Re: Request a syntax

I don't think settings can be displayed conditionally based on user selections. The settings objects don't exist until the end of the Settings phase. During settings.lua, settings-updates.lua, and settings-final-fixes.lia, you can read the setting prototypes of your own and other mods, including wh...
by sdgmlj
Fri Jan 28, 2022 12:23 pm
Forum: Modding help
Topic: Request a syntax
Replies: 2
Views: 852

Request a syntax

I just started to learn how to make modules. Please help me. Thank you. I want to get the value of one of the items in "settings. Lua". My English level is not high and I may not express clearly. The following example explains: if 。。。。。== true then hidden_1 = false else hidden_1 = true end...
by sdgmlj
Wed Jan 19, 2022 3:51 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 12528

Re: Can you add a clock to the game?

Koub wrote:
Tue Jan 18, 2022 8:50 pm
sdgmlj wrote:
Tue Jan 18, 2022 10:51 am
The purple name just now means: are you going to add this feature?
2022-01-18 21_49_58-Factorio 1.1.52.jpg

[Koub] Moving to Implemented.
:D
by sdgmlj
Tue Jan 18, 2022 10:51 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 12528

Re: Can you add a clock to the game?

Did you read this thread? It explains why there is no mod and will be no mod ever. My English is not good. I completely rely on computer translation. I can't understand some comments. I only know they are arguing. The purple name just now means: are you going to add this feature? If so, that would ...
by sdgmlj
Tue Jan 18, 2022 10:40 am
Forum: Outdated/Not implemented
Topic: Why can't you control movement with the mouse?
Replies: 6
Views: 1854

Re: Why can't you control movement with the mouse?

Klonan wrote:
Tue Jan 18, 2022 9:19 am
This mod adds character navigation via mouse input:
https://mods.factorio.com/mod/Kruise_Kontrol
Thank you very much. This fully meets my requirements
by sdgmlj
Tue Jan 18, 2022 4:03 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 12528

Re: Can you add a clock to the game?

I searched all MODS and couldn't find one that can display the system time. They show the game time, which is of no use to me.

If I could find such a mod, I wouldn't make this suggestion.
by sdgmlj
Sun Jan 16, 2022 8:10 am
Forum: Modding help
Topic: Ask for a grammar
Replies: 8
Views: 2586

Re: Ask for a grammar

Can it be implemented in "settings. Lua"? It should be in control.lua Here is an example of a mod using notched sliders: https://github.com/raiguard/Factorio-QuickItemSearch/blob/master/src/scripts/gui/logistic-request.lua#L95 That file is required in control.lua: https://github.com/raigu...
by sdgmlj
Sun Jan 16, 2022 8:01 am
Forum: Ideas and Suggestions
Topic: The module setting panel can use the slider
Replies: 7
Views: 1116

Re: The module setting panel can use the slider

ssilk wrote:
Sun Jan 16, 2022 7:17 am
No, I mean you don’t know it, I don’t know it either and this is the wrong board for questions. :)

It makes no sense to suggest things we don’t know if it is already there or not or maybe can be achieved with tricks or workarounds.
Thank you very much, enthusiastic moderator
by sdgmlj
Sun Jan 16, 2022 7:54 am
Forum: Outdated/Not implemented
Topic: Why can't you control movement with the mouse?
Replies: 6
Views: 1854

Re: Why can't you control movement with the mouse?

You mean Diablo-like movement? https://mods.factorio.com/mod/move-with-mouse-updated But the main reason it is not implemented is, that you otherwise have problems to move and aim while in a fight. In other words: you need to either use a third mouse button (as the mod, which not everyone has) or s...
by sdgmlj
Sun Jan 16, 2022 6:35 am
Forum: Ideas and Suggestions
Topic: The module setting panel can use the slider
Replies: 7
Views: 1116

Re: The module setting panel can use the slider

ssilk wrote:
Sun Jan 16, 2022 6:30 am
Is this a question, then pls go to either to technical help or modding help. :)

When you know more, you can come back and update this post.
So, you mean that the game originally supports this function, but I won't. is that what you mean?

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