Search found 3700 matches
- Thu Oct 20, 2022 6:52 am
- Forum: Modding help
- Topic: Pedantic double-check: on_configuration_changed() always fires when game version changes?
- Replies: 3
- Views: 738
Re: Pedantic double-check: on_configuration_changed() always fires when game version changes?
You can use this thread for documentation requests.
- Sat Oct 15, 2022 11:16 pm
- Forum: Modding discussion
- Topic: How can I make enemy artillery to shot all player entities including player with LUA?
- Replies: 1
- Views: 644
Re: How can I make enemy artillery to shot all player entities including player with LUA?
Teleport a radar to the player's position each tick.
- Thu Oct 13, 2022 1:18 am
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 957
Re: Adding Sprite to Entity?
constant-combinator has 4 directions that you need to define. Here is an example for north. data.raw["constant-combinator"]["constant-combinator"].sprites.north = { layers = { { filename = "__base__/graphics/entity/combinator/constant-combinator.png", frame_count = 1, h...
- Thu Oct 13, 2022 12:49 am
- Forum: Ideas and Requests For Mods
- Topic: Print (simplified) map
- Replies: 5
- Views: 1545
Re: Print (simplified) map
Yes, it's theoretically possible to dump all entities and tiles to a text file.
You could even build an image file inside the mod using a lua png encoder.
You could even build an image file inside the mod using a lua png encoder.
- Thu Oct 13, 2022 12:40 am
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 957
Re: Adding Sprite to Entity?
What is the Prototype type of your entity? They all have different graphics requirements.
- Thu Oct 13, 2022 12:25 am
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 957
Re: Adding Sprite to Entity?
It is defined as data.raw["utility-sprites"]["default"].indication_arrow.filename = "__core__/graphics/arrows/indication-arrow.png"
If you want to use it in 4 rotations, you will have to copy and rotate the file in an image editor.
If you want to use it in 4 rotations, you will have to copy and rotate the file in an image editor.
- Sun Oct 09, 2022 6:30 pm
- Forum: Modding help
- Topic: Are there any good resources on Pathfinding?
- Replies: 2
- Views: 527
- Sun Oct 09, 2022 5:16 pm
- Forum: Gameplay Help
- Topic: Any way to copy/paste entity properties in MAP EDITOR?
- Replies: 2
- Views: 752
Re: Any way to copy/paste entity properties in MAP EDITOR?
Use the Clone Tool (2 machines with an arrow) to duplicate an entity with all properties.
- Sat Oct 08, 2022 12:56 am
- Forum: Modding help
- Topic: Mod lua Error
- Replies: 1
- Views: 431
Re: Mod lua Error
Report bugs in Endgame Combat mod here: https://github.com/ReikaKalseki/Reika_F ... ues/issues
- Fri Oct 07, 2022 4:39 am
- Forum: Modding help
- Topic: how does bootstrap.register_metatable work?
- Replies: 1
- Views: 607
Re: how does bootstrap.register_metatable work?
Here is a quick metatable tutorial: https://www.lua.org/pil/13.1.html
After following the tutorial, you would do:
After following the tutorial, you would do:
Code: Select all
script.register_metatable("Set", Set.mt)
- Mon Oct 03, 2022 1:41 pm
- Forum: Technical Help
- Topic: Crash on boot [1.1.69]
- Replies: 1
- Views: 509
Re: Crash on boot [1.1.69]
If the game runs for 10 seconds, you have a log file.
Try typing this in your Windows Explorer address bar: %APPDATA%\Factorio
Try typing this in your Windows Explorer address bar: %APPDATA%\Factorio
- Sat Oct 01, 2022 4:43 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 2034
Re: bot just hovers above roboport for no reason
That is a construction bot. Check the construction alerts in the bottom right, is something missing materials?
- Wed Sep 28, 2022 3:58 am
- Forum: General discussion
- Topic: factorio Nintendo switch in spanish?
- Replies: 1
- Views: 641
Re: factorio Nintendo switch in spanish?
Translations are coming, see the bottom of the Nintendo Switch announcement.
- Thu Sep 22, 2022 5:20 am
- Forum: Modding help
- Topic: efficiently cover all empty areas with ore
- Replies: 1
- Views: 645
Re: efficiently cover all empty areas with ore
script.on_event(defines.events.on_chunk_generated, function(event) -- Only one API call local resources = event.surface.find_entities_filtered({ area = event.area, type = "resource", }) -- Find all tiles covered by resources local tiles = {} for _, resource in pairs(resources) do local po...
- Wed Sep 21, 2022 7:22 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 1832
- Thu Sep 15, 2022 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 2696
Re: Flip Dot Display Pixels
Lamps were originally designed to show pixels clearly, but they have been nerfed repeatedly.
- Tue Sep 06, 2022 2:15 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 13434
Re: UPS Optimized Green Circuits 45/s
No, because changing belt color counts as a side load.
- Tue Sep 06, 2022 1:32 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 13434
Re: UPS Optimized Green Circuits 45/s
Reducing side loading is one factor. Another factor is keeping belts fully compressed. The "show-transport-line-gaps" debug option will show where compression has failed.
- Tue Sep 06, 2022 5:48 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 13434
Re: UPS Optimized Green Circuits 45/s
Here is an updated version with UPS-optimized transport belts. 0eNq9W9tu4zYQ/ZVAz1bBO8V8RYGiT0UQyDY3ESpLgi7BpoH/vZSdXQsJZXNmNvvmWAqP5nY4Z2S+Zdt68l1fNWN2/5ZVu7YZsvt/3rKhemrKev5ufO18dp9Voz9km6wpD/Nfvva7sW+bapfvqn43VWN23GRVs/ffs3t+fNhkvhmrsfLn1U5/vD4202Hr+3DDz3W2vgyQYd2uHcLt4WNADEvkShd/6E32Gj7q+eO8eniC...
- Thu Sep 01, 2022 3:57 am
- Forum: Gameplay Help
- Topic: Don't understand why the Decider combinator works the way it does
- Replies: 9
- Views: 2449
Re: Don't understand why the Decider combinator works the way it does
If your decider combinator input is only signal B, there is a trick to convert the output to signal C.