Search found 193 matches

by Bizobinator
Mon Mar 13, 2017 11:02 pm
Forum: Modding help
Topic: parameters
Replies: 2
Views: 887

Re: parameters

What you describe would be "Prototypes documentation" and it doesn't currently exist. We haven't made anything like that yet because we haven't thought of a good way to automate the creation of it and manually creating all of it is a recipe for making documentation that gets outdated inst...
by Bizobinator
Mon Mar 13, 2017 4:59 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42426

Re: [MOD 0.14.2] Electric vehicles

Are there any plans to add higher tier electric trains?

Please? :)
by Bizobinator
Mon Mar 13, 2017 4:57 pm
Forum: Modding help
Topic: anti-nest/base turret
Replies: 8
Views: 2547

Re: anti-nest/base turret

If done correctly, a "turret" that "can only shoot immobile entities" will be in the list of the less performance taxing mods. Oh? I've read a little bit of the logic/control.lua from the Bio-Cannon & Additional Turrets mods.... How exactly would I go about coding what you d...
by Bizobinator
Sun Mar 12, 2017 11:44 pm
Forum: Modding interface requests
Topic: Turret target list
Replies: 8
Views: 2360

Turret target list

Would it be possible to add either a parameter to turrets that lists all types of entities that they'll engage or a category of turrets that has that ability? Something where it would be a lot easier (& UPS efficient) to make turrets that specifically target spawners, worms, and buildings (for P...
by Bizobinator
Sun Mar 12, 2017 11:31 pm
Forum: Modding help
Topic: anti-nest/base turret
Replies: 8
Views: 2547

Re: anti-nest/base turret

Rats, really?

Damn :P. That might create a fair bit of lag for what I want to do....
by Bizobinator
Sun Mar 12, 2017 10:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Big Bertha - Artillery Turret
Replies: 13
Views: 10349

Re: [MOD 0.12.x] Big Bertha - Artillery Turret

Are you still maintaining this mod?
by Bizobinator
Sun Mar 12, 2017 7:56 pm
Forum: Modding help
Topic: parameters
Replies: 2
Views: 887

parameters

Is there a place that documents all the categories, parameters, & functions in Factorio? For example, something which shows all the possible parameters for an "ammo-turret" category entity.
by Bizobinator
Sun Mar 12, 2017 7:55 pm
Forum: Modding help
Topic: anti-nest/base turret
Replies: 8
Views: 2547

Re: anti-nest/base turret

Is this something that gets specified for the turret? For the ammunition? Does it have to be part of the control.lua?
by Bizobinator
Sun Mar 12, 2017 2:25 am
Forum: Modding help
Topic: anti-nest/base turret
Replies: 8
Views: 2547

anti-nest/base turret

How do I set a turret so that it will only attack worms, spawners, and other player's buildings (for PvP)?
by Bizobinator
Sat Mar 04, 2017 4:18 pm
Forum: Modding help
Topic: error loading mod
Replies: 5
Views: 1379

Re: error loading mod

I am dishonored.


Much dishonorbu.
by Bizobinator
Sat Mar 04, 2017 12:28 am
Forum: Modding help
Topic: error loading mod
Replies: 5
Views: 1379

Re: error loading mod

Oki-dokes, I've isolated things a little bit more. I commented out all the if-then-end statements, & it loaded fine. I then uncommented the first, and it gave the error. So..., here's that bit of code: if data.raw.fluid["lithia-water"] then data:extend( { { type = recipe, name = "...
by Bizobinator
Fri Mar 03, 2017 12:00 am
Forum: Modding help
Topic: error loading mod
Replies: 5
Views: 1379

error loading mod

Hey all, I've been working on a mod of mine, & I'm still trying to get the game to load with it enabled. I got through a number of 'standard' syntax errors, but then got this one: Error while trying to copy to data.raw: Can't copy object of type function Unfortunately, it didn't give a file name...
by Bizobinator
Sun Feb 26, 2017 11:59 pm
Forum: Modding help
Topic: if statement syntax
Replies: 3
Views: 1005

Re: if statement syntax

prg wrote:
Bizobinator wrote:Is there something wrong with my syntax? Does the if statement have to be outside of the

Code: Select all

data:extend
?
Yes.
Rats :P
by Bizobinator
Sun Feb 26, 2017 7:10 pm
Forum: Modding help
Topic: if statement syntax
Replies: 3
Views: 1005

if statement syntax

I'm adding some recipes into a mod of mine that are dependent on stuff in another persons' mod(s). I'm getting an error though on my if statements that check before adding a recipe if data.raw.fluid["lithia-water"] then { type = recipe, name = "void-lithia-water", category = &quo...
by Bizobinator
Sat Feb 25, 2017 5:36 pm
Forum: Modding discussion
Topic: Using sound clips & graphics from the internet?
Replies: 4
Views: 1893

Re: Using sound clips & graphics from the internet?

Oye vey :/, this sounds tricky. One of the mods I'm working on is adding a handful of turrets. First of all, I'm making them as "Spiritual Successors" to the super-long-range turrets from the original Total Annihilation (I just dated myself, didn't I? :P). Since that game is so old, is tha...
by Bizobinator
Tue Feb 21, 2017 1:48 am
Forum: Modding discussion
Topic: Using sound clips & graphics from the internet?
Replies: 4
Views: 1893

Using sound clips & graphics from the internet?

What's the policy on using various graphics, pictures, & sound clips from the internet in mods? For example, using a sound-blip from a YouTube video as a sound effect, or a googled picture? Does that violate some intellectual property bit? Do I need to cite the source?
by Bizobinator
Sat Feb 18, 2017 1:35 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227537

Re: [MOD 0.12.x] Autofill

Probably a noob question, but how do I set/change the insert limits? I'm using Bob's mods with sniper-turret crawl to take out Nat. Evo. nests :), & I find that just 10 piercing ammo runs out pretty quickly! Very carefully. in fact so carefully I can't remember how. Outside of that you can chan...
by Bizobinator
Wed Feb 15, 2017 12:58 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227537

Re: [MOD 0.12.x] Autofill

Probably a noob question, but how do I set/change the insert limits? I'm using Bob's mods with sniper-turret crawl to take out Nat. Evo. nests :), & I find that just 10 piercing ammo runs out pretty quickly!
by Bizobinator
Mon Feb 13, 2017 9:42 pm
Forum: Modding help
Topic: Require location adjacent to water?
Replies: 9
Views: 3090

Re: Require location adjacent to water?

Thank you so much for that! It has indeed gotten me started, although now I've run into a bug. Here is the code I've got right now... local events = defines.events local robot_built = events.on_robot_built_entity local built = events.on_built_entity local died = events.on_entity_died local placement...
by Bizobinator
Fri Feb 03, 2017 5:22 pm
Forum: Tools
Topic: Factorio blueprints and designs Web application
Replies: 5
Views: 5725

Re: Factorio blueprints and designs Web application

Is the website available?

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