Search found 193 matches
- 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good way to automate the creation of it and manually creating all of it is a recipe for making documentation that gets outdated inst...
- 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?
Please?
- 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...
- 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...
- 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 . That might create a fair bit of lag for what I want to do....
Damn . That might create a fair bit of lag for what I want to do....
- 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?
- 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.
- 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?
- 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)?
- 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.
Much dishonorbu.
- 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 = "...
- 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...
- Sun Feb 26, 2017 11:59 pm
- Forum: Modding help
- Topic: if statement syntax
- Replies: 3
- Views: 1005
Re: if statement syntax
Ratsprg wrote:Yes.Bizobinator wrote:Is there something wrong with my syntax? Does the if statement have to be outside of the?Code: Select all
data:extend
- 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...
- 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...
- 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?
- 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...
- 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!
- 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...
- 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?