Nice work guys.
You forgot to post this on the Steam store page btw.
Edit: posted just now
Search found 73 matches
- Fri May 20, 2016 5:30 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38276
- Fri May 20, 2016 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3206
Re: Idea to discuss: biter corpses leaving artifacts
Sigh, learn to read. There are already multiple mods available that will mark stuff on the ground for deconstruction.
- Fri May 20, 2016 9:20 am
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3206
Re: Idea to discuss: biter corpses leaving artifacts
There are mods for that.
- Wed May 18, 2016 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Idea to discuss: biter corpses leaving artifacts
- Replies: 15
- Views: 3206
Re: Idea to discuss: biter corpses leaving artifacts
Already implemented in Dytech and Bobs for example. Either dropping corpses that can be crafted to supply small artifiact parts, or have them drop artifact parts directly. What i've seen in my experience with both mods...is that i never leave my base if the aliens bring their artifacts to me. Unless...
- Sat May 07, 2016 1:24 pm
- Forum: Ideas and Requests For Mods
- Topic: A Mountain of Ideas
- Replies: 9
- Views: 9864
Re: A Mountain of Ideas
2x2 Follower robot dispensers which allows a vehicle to dipence follower robots, along with allowing vehicles to keep their own followers, the limit like player robot counts can be increased by research from 5 to well the limit needs testing. I made a mod that does a similar thing, but for the play...
- Sat May 07, 2016 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Capsule Launcher Module (Modular Equipment)
- Replies: 1
- Views: 1392
Re: Capsule Launcher Module (Modular Equipment)
Hi, i made the following mod: https://forums.factorio.com/viewtopic.php?f=97&t=24545 It takes this concept a bit further, by fully automating the deployment of destroyer drones (capsules). I added power armor equipment for balancing reasons, but it could be used in the future to influence (autom...
- Fri Apr 29, 2016 8:08 pm
- Forum: Modding help
- Topic: How to access robot follower count for a player?
- Replies: 2
- Views: 1094
How to access robot follower count for a player?
For my mod im trying to access the current robot follower count on a player. I looked over the API, and there is a call for the max follower count, but i couldn't find one for the actual current follower count. Currently i use this call: player.force.get_entity_count("destroyer") It works ...
- Fri Apr 29, 2016 9:49 am
- Forum: Mods
- Topic: [0.12.0] Bulldozer
- Replies: 11
- Views: 11177
Re: [0.12.0] Bulldozer
In case people still want to try this mod, the game event register calls have to be updated to script.
So in control.lua: replace "game.on_" with "script.on_".
So in control.lua: replace "game.on_" with "script.on_".
- Wed Apr 27, 2016 7:01 pm
- Forum: Modding help
- Topic: What is the inventory define "player_vehicle" for?
- Replies: 7
- Views: 2908
Re: What is the inventory define "player_vehicle" for?
No, im trying to get the inventory in the first place.
With
http://lua-api.factorio.com/0.12.30/Lua ... _inventory
or
http://lua-api.factorio.com/0.12.30/Lua ... _inventory
With
http://lua-api.factorio.com/0.12.30/Lua ... _inventory
or
http://lua-api.factorio.com/0.12.30/Lua ... _inventory
- Wed Apr 27, 2016 6:52 pm
- Forum: Modding help
- Topic: What is the inventory define "player_vehicle" for?
- Replies: 7
- Views: 2908
Re: What is the inventory define "player_vehicle" for?
Right, but like i said, i tried to access this when in a vehicle, and nothing returned an inventory
- Wed Apr 27, 2016 5:58 pm
- Forum: Modding help
- Topic: What is the inventory define "player_vehicle" for?
- Replies: 7
- Views: 2908
What is the inventory define "player_vehicle" for?
Simple question, which inventory is described by defines.inventory.player_vehicle (7).
http://lua-api.factorio.com/0.12.30/def ... #inventory
I tried getting this inventory on a player, character or a vehicle, and all return the error "... doesn't have an inventory with index(7)".
http://lua-api.factorio.com/0.12.30/def ... #inventory
I tried getting this inventory on a player, character or a vehicle, and all return the error "... doesn't have an inventory with index(7)".
- Wed Apr 27, 2016 1:24 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Auto Deploy Destroyers 0.1.6
- Replies: 10
- Views: 7469
[MOD 0.16.x] Auto Deploy Destroyers 0.1.6
Note: any changes after 0.1.6 are only processed on mods.factorio.com or ingame. This opening post is obsolete now. Type: Mod Name: Auto Deploy Destroyers Description: Automatically deploys destroyer drones based on enemies around the player License: GPLv3 Version: 0.1.6 Release: 2017-12-13 Tested-W...
- Tue Apr 26, 2016 7:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Power Grids
- Replies: 5
- Views: 2057
Re: Power Grids
Just a note; this information is available in the debug overlay (F4):
http://steamcommunity.com/sharedfiles/f ... =662986061
http://steamcommunity.com/sharedfiles/f ... =662986061
- Fri Apr 22, 2016 11:35 am
- Forum: Modding discussion
- Topic: Visual Studio Lua Plugin!
- Replies: 7
- Views: 12412
Re: Visual Studio Lua Plugin!
I found this plugin as well the other day, but I could not get debugging to work within factorio. Were you able to actually debug a mod with this plugin? - Monk I'm experimenting with this IntelliJ plugin, and would like to setup debugging. How are you debugging mods within Factorio from Visual Stu...
- Thu Apr 21, 2016 8:27 pm
- Forum: Modding help
- Topic: Reading GUI button captions
- Replies: 4
- Views: 1382
Re: Reading GUI button captions
A better question is why. What are you trying to do? Check which mods have buttons on the top? The API is perfectly clear; "For other elements, like buttons or labels, this is the content." You're getting the content of the button. What that is depends on the mod that created the button, a...
- Thu Apr 21, 2016 1:21 pm
- Forum: Mod and installation managers
- Topic: Modding API Documentation
- Replies: 2
- Views: 10812
Re: Modding API Documentation
Official API documentation (the HTML documents you get with the game) is also uploaded here: http://lua-api.factorio.com/
- Thu Apr 21, 2016 1:10 pm
- Forum: Modding help
- Topic: Could someone tell me what this error means?
- Replies: 2
- Views: 1109
Re: Could someone tell me what this error means?
The function "data:extend" requires a table of prototypes (1..n). So something like this: data:extend ( { {proto1}, {proto2} } ) Or just 1 prototype: data:extend ( { {proto1} } ) What you have right now: data:extend( { { {proto}, } } ) You need to clean up your code structure. Using someth...
- Wed Apr 20, 2016 7:20 pm
- Forum: Modding help
- Topic: [Resolved]How do I use my own projectile?
- Replies: 5
- Views: 2542
Re: How do I use my own projectile?
You need one more set of curly brackets in your data.extend call. The function expects a table of prototypes. And there is no "medium-scorchmark" so it seems. You could extend your own perhaps :)? Example in ~\prototypes\entity\demo-remnants.lua This loads for me: projectile.lua data:exten...
- Sun Apr 17, 2016 3:23 pm
- Forum: Modding help
- Topic: Deploy capsules as real follower robots?
- Replies: 3
- Views: 1128
Re: Deploy capsules as real follower robots?
Aha, that seems to work. If you create a capsule it spawns the 5 bots, but not as followers. This way the single destroyer becomes a real followers...thanks! This is what i had created myself, but like i said...it spawns 5 non follower destroyers??? /c player = game.local_player; surface = game.surf...
- Sun Apr 17, 2016 2:50 pm
- Forum: Modding help
- Topic: Deploy capsules as real follower robots?
- Replies: 3
- Views: 1128
Deploy capsules as real follower robots?
Is it possible to deploy a destroyer capsule as actual follow robots with the API? You can do a surface.create_entity on a "destroyer-capsule", but that just leaves them hanging in the air. You can also make a group with surface.create_unit_group, but then you're just implementing your own...