Search found 57 matches
- Sat Aug 26, 2017 4:19 am
- Forum: Modding help
- Topic: Dynamic sprite generation
- Replies: 4
- Views: 1188
Re: Dynamic sprite generation
So it could be possible to layer a lot of small sprites next to each other to create ilusion of one big sprite? Is it possible to do he same with picture property of entity like this? picture = { {filename, x, y, width, height, shift, ...}, {sprite two}, {sprite three}, {sprite four}, .... },
- Fri Aug 25, 2017 2:50 pm
- Forum: Modding help
- Topic: Dynamic sprite generation
- Replies: 4
- Views: 1188
Dynamic sprite generation
Is it possible to generate sprites using script on game load and still use it in prototypes?
I'm pretty sure it's not possible, just tought of asking before completely rejecting this idea.
I'm pretty sure it's not possible, just tought of asking before completely rejecting this idea.
- Fri Jun 30, 2017 6:56 pm
- Forum: Modding help
- Topic: Entity property placeable_by
- Replies: 0
- Views: 537
Entity property placeable_by
I was looking for ways to place entity created from different entities. And it struck me that rails already implement this. Curve rail entity prototype has entity placeable_by = {item='rail', count=4} Can this be used to place different entity (which doesn't have recipe) using robots (robots would p...
- Sat May 27, 2017 5:26 am
- Forum: Modding help
- Topic: Info about ghost entities
- Replies: 0
- Views: 466
Info about ghost entities
I'm making merging chests mod and run into problems with ghost entities. Blueprint can contain entities that I create only via script (merged chests). To create them I need to replace them with steel chests and merge them by script when all are placed. The problem is that doing so I lose information...
- Mon May 01, 2017 7:09 am
- Forum: Outdated/Not implemented
- Topic: Circuit connection point that matters
- Replies: 5
- Views: 2029
Circuit connection point that matters
I got into problem with my Merging Chests mod because factorio calculates distance to circuit connection distance to center of entity insead of connection points. If connection point are far away from entity center the connected wire is really long to connect. And if you try to connect to connection...
- Mon Nov 14, 2016 10:52 am
- Forum: Combinator Creations
- Topic: Yoyo's Belt+Circuit contraptions
- Replies: 21
- Views: 10654
Re: Yoyo's Belt+Circuit contraptions
Thank you very much for combinators setting. In the end I managed to make the circuit network that worked and it was more compact than your first solution with advantage that it could take any type of item instead of preset ones. I will copy your advanced design and work on making it work with any t...
- Sun Nov 13, 2016 10:16 am
- Forum: Combinator Creations
- Topic: Yoyo's Belt+Circuit contraptions
- Replies: 21
- Views: 10654
Re: Yoyo's Belt+Circuit contraptions
Multiplexer is nice and so far have trouble replicating it (logic selecting one belt from two). Can you post some infor on how to set combinators? Also multiplexer is useless without demultiplexer. But using splitter I don't know how are you going to do it. Splitter from 2 to 1 lane has not used lan...
- Tue Sep 20, 2016 12:35 pm
- Forum: Modding help
- Topic: Moving between inventories
- Replies: 6
- Views: 2585
Re: Moving between inventories
Oh I just now realized I can create two entities on top of each other. So I don't have to destroy old entities before placing new one so with set_stack() everything is working.
Thank a lot to everybody who helped. I will post resulting mod in a minute (Merging Chests).
Thank a lot to everybody who helped. I will post resulting mod in a minute (Merging Chests).
- Tue Sep 20, 2016 12:14 pm
- Forum: Modding help
- Topic: Moving between inventories
- Replies: 6
- Views: 2585
Re: Moving between inventories
local copy = table.deepcopy( tbl ) If table.deepcopy isn't defined, you might need to `require "util"` (although I'm pretty sure util lib is included as standard since factorio 0.13) Unfortunatly it doesn't work. Even when I do deep copy, when entity holding inventory is destroyed, underl...
- Tue Sep 20, 2016 9:28 am
- Forum: Modding help
- Topic: Moving between inventories
- Replies: 6
- Views: 2585
Re: Moving between inventories
#1 get_contents() β dictionary string β uint Get counts of all items in this inventory. Return value The counts, indexed by item names. simple item to item inventory transfer inv_to_transfer = inv1.get_contents() for name, count in pairs(inv_to_transfer) do local notinserted = count - inv2.insert({...
- Tue Sep 20, 2016 6:30 am
- Forum: Modding help
- Topic: Moving between inventories
- Replies: 6
- Views: 2585
Moving between inventories
Is it possible to move items from one inventory and then insert them into other inventory using mods? Using Factorio API I can get all items in inventory as LuaItemStack using [] access operator of LuaInventory. Problem is inserting them into different inventory because LuaInventory.insert() takes S...
- Mon Sep 12, 2016 2:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1215504
Re: Bugs & FAQ
I'm using Angel's Refining version 0.3.0 and on startup i get error: "Error in assignID, resource-category with name "angels-fissure" does not exists. And when I remove require("prototypes.buildings.thermal-extractor") new error saying that subgroup "angels-ores" i...
- Wed Sep 07, 2016 3:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] *[14.4] Deconstruction planner can select in map view
- Replies: 3
- Views: 2483
[Rseding91] *[14.4] Deconstruction planner can select in map view
When holding deconstruction planner in map view you can still select area to be deconstructed. Red rectangle isn't drawn, even list of soon-to-be deconstructed items isn't visible.
Desotryed half of my factory when tried move map when holding deconstruction planner.
Desotryed half of my factory when tried move map when holding deconstruction planner.
- Fri Jul 22, 2016 12:26 pm
- Forum: Pending
- Topic: 13.9 Signals placed before rail don't work after rail placed
- Replies: 5
- Views: 2632
Re: 13.9 Signals placed before rail don't work after rail placed
That makes sense. I thought it allows another train enter loop sooner, but first train needs to clear entire loop to allow second one in.
- Fri Jul 22, 2016 7:25 am
- Forum: Pending
- Topic: 13.9 Signals placed before rail don't work after rail placed
- Replies: 5
- Views: 2632
13.9 Signals placed before rail don't work after rail placed
I'm using blueprints to build this juction. http://imgur.com/ru0PXUn When rail signals are placed before rails (because I place signals into storage chest before rails) some of rail signals don't property update (blinking green-yellow-red). This happens only when blueprint have signal right before j...
- Thu Jul 21, 2016 6:32 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370968
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
I'm using bobores_0.13.1. When using UnsortedGemOre recipe gives one of each ore per recipe because recipe is loaded before setting of probabilities.
In bobores_0.13.1/data.lua call should be after setting of gem probabilities (ratios).
In bobores_0.13.1/data.lua call
Code: Select all
require("prototypes.gems")
- Sat Jul 09, 2016 10:26 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 29813
Re: [MOD 0.13.0+] Surfaces 0.0.5
This mod doesn't seem to work on my existing save. Do I need to generate new map to be able to travel to different surfaces? Or execute some command that creates different surfaces? Also describing process of teleporting between surfaces would be nice. From scripts it whould seems the player only ne...