Search found 73 matches

by slindenau
Fri May 20, 2016 5:30 pm
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 38276

Re: Friday Facts #139 - Wrapping up multiplayer

Nice work guys.

You forgot to post this on the Steam store page btw.
Edit: posted just now :)
by slindenau
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.
by slindenau
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...
by slindenau
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...
by slindenau
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...
by slindenau
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 ...
by slindenau
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_".
by slindenau
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 :)
by slindenau
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)".
by slindenau
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...
by slindenau
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
by slindenau
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...
by slindenau
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...
by slindenau
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/
by slindenau
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...
by slindenau
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...
by slindenau
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...
by slindenau
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...

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