Search found 253 matches

by DedlySpyder
Fri Jul 01, 2016 4:42 pm
Forum: Mod portal Discussion
Topic: [0.13] Mod portal suggestions
Replies: 11
Views: 6090

Re: [0.13] Mod portal suggestions

I'd at least expect you to add something like "Those are all interesting ideas and we will add them into consideration when discussing the next iteration of the mod portal" or "we don't plan on making the portal any better then it is now since Steam has the workshop and it's a very g...
by DedlySpyder
Fri Jul 01, 2016 2:28 pm
Forum: Modding help
Topic: How to check for other mods in 0.13+?
Replies: 8
Views: 1756

Re: How to check for other mods in 0.13+?

Ranakastrasz wrote:
Added LuaGameScript::active_mods - a table of active mod names to mod versions.
Presumably this has something to do with it.
You can't access game during the data loading phase though
by DedlySpyder
Wed Jun 29, 2016 9:45 pm
Forum: Ideas and Requests For Mods
Topic: Railroad Station Nexus
Replies: 3
Views: 988

Re: Railroad Station Nexus

Disallowing entity building would just be a matter of checking on built (and robot built) to see if it's within the radius. You could keep track of the area in a table, the main issue would be showing the player where that area is (maybe a tile?)
by DedlySpyder
Wed Jun 29, 2016 9:37 pm
Forum: Modding discussion
Topic: How do you test 0.13 mods...
Replies: 11
Views: 3291

Re: How do you test 0.13 mods...

I don't suppose there is a way to have a character I'm sandbox, is there?
by DedlySpyder
Wed Jun 29, 2016 2:47 pm
Forum: Modding help
Topic: How to check for other mods in 0.13+?
Replies: 8
Views: 1756

Re: How to check for other mods in 0.13+?

You'll have to check to see if one if its entities exist (make it an optional dependency). That was the old way atleast, IIRC, so I assume it'll still work
by DedlySpyder
Wed Jun 29, 2016 1:35 am
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 29812

Re: [MOD 0.12.x] Powered Entities (0.3.0)

Nebbeh wrote:I totally love this mod, but in .13 I encountered this error.
Ya I rushed to get my mods updated and missed something crucial. I forgot to update the thread just now (on my phone in bed), but the mod portal has an update to fix this. Sorry about that :oops:
by DedlySpyder
Fri Jun 24, 2016 6:46 pm
Forum: Modding help
Topic: Modifying multiple data.raw's in one line
Replies: 6
Views: 1540

Re: Modifying multiple data.raw's in one line

Just because you can doesn't mean you should though Why not? One of those things that you're taught not to do in programming; each line should only do one thing. It just makes the code much easier to understand, if you need to look at it months down the road (or if you stop maintaining it and someo...
by DedlySpyder
Fri Jun 24, 2016 4:23 pm
Forum: Modding help
Topic: Modifying multiple data.raw's in one line
Replies: 6
Views: 1540

Re: Modifying multiple data.raw's in one line

Afforess wrote:Not as far as I am aware, but you can cheat and use semicolons:

Code: Select all

local item = data.raw["item"]["construction-robot"]; item.flags = {"goes-to-main-inventory"}; item.stack_size = 100
Just because you can doesn't mean you should though
by DedlySpyder
Thu Jun 23, 2016 2:58 am
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 20074

Re: [MOD 0.12.x] Avatars (0.3.1)

Want me to try animating it? I was playing around with the icon earlier and i think i can pull off a good animation :P Go for it, I don't plan to, I don't have the patience to try that kind of graphic work. As for the crafting config, I think that is doable, I've written it down to add it when I ha...
by DedlySpyder
Thu Jun 23, 2016 2:39 am
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 20074

Re: [MOD 0.12.x] Avatars (0.3.1)

For the avatar remote deployment unit, would you say that its a force field or a liquid tank? It's just the alien tech icon with the biter photo-shopped out for an avatar, so I'd say liquid. Also I think the avatar assembler should be the only assembler that is able to correctly program the avatar ...
by DedlySpyder
Wed Jun 22, 2016 7:15 pm
Forum: Modding help
Topic: Problem with launching mod - Lua error
Replies: 10
Views: 2704

Re: Problem with launching mod - Lua error

β€” **************************** β€” Note: Graphics are from base mod, but copied β€” here in case custom graphics are used. β€” **************************** β€” **************************** β€” Smart Basic Inserter β€” **************************** These lines need to start with "--" instead of "β€”...
by DedlySpyder
Wed Jun 22, 2016 7:08 pm
Forum: General discussion
Topic: Discovering the obvious
Replies: 8
Views: 2564

Re: Discovering the obvious

Sure. Don't automatically use your starting area as your main base. It's fine while the early resource patches last, but often it is not the most strategic spot, especially if you have biters enabled. Don't be afraid to relocate. Those damned starting lakes always make me build outside of it ASAP. ...
by DedlySpyder
Wed Jun 22, 2016 6:53 pm
Forum: Modding help
Topic: Problem with launching mod - Lua error
Replies: 10
Views: 2704

Re: Problem this launching mod - Lua error

Do those comments (the "****" bits) have 2 hyphens in front, or just 1? Because they need 2
by DedlySpyder
Tue Jun 21, 2016 2:50 pm
Forum: Modding help
Topic: pick up an random player built entity on whole map ?
Replies: 6
Views: 1066

Re: pick up an random player built entity on whole map ?

binbinhfr wrote:It's this damned find_entities. I wonder why there isn't a way to iterate through entities belonging to a force ?... (I mean without getting the whole list)
You mean like find_entities_filtered?
by DedlySpyder
Thu Jun 16, 2016 2:32 pm
Forum: General discussion
Topic: favourite factorio feature?
Replies: 16
Views: 4000

Re: favourite factorio feature?

I love how every little QoL thing I can think if is in the game. When you want to craft a complex item, it crafts all the intermediate items; the copying and pasting of recipes, logic conditions, filters, etc; There are so many little hotkeys that I never knew of until I checked out the controls menu
by DedlySpyder
Tue Jun 14, 2016 4:42 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] Randomizing the ingredients and times for factories
Replies: 17
Views: 4336

Re: [IDEA] Randomizing the ingredients and times for factories

sporefreak wrote:Seems great but you can't hide recipes behind research
You could. If you remove the normal code that unlocks a recipe and just unlock it manually in the researched event, then it wouldn't show. But that would require quite a bit of work
by DedlySpyder
Tue Jun 14, 2016 3:21 pm
Forum: Modding help
Topic: Technology icon: sprite outside of .png
Replies: 13
Views: 3346

Re: Technology icon: sprite outside of .png

Sprite outside of
"__base__/graphics/technology/advanced-electronics-2.png" (at 7,20, size 118x100 of 64x64)
Your advanced electronics 2 image is 118x100, but the game is looking for a 64x64. You either need to resize it, or change the prototype to accept a bigger image
by DedlySpyder
Tue Jun 14, 2016 2:34 pm
Forum: General discussion
Topic: Why do inserters prefer far side of the belt?
Replies: 9
Views: 5801

Re: Why do inserters prefer far side of the belt?

My bet is it was just a coin flip
by DedlySpyder
Tue Jun 14, 2016 12:41 pm
Forum: Modding discussion
Topic: Mod Compatibilty for 0.13
Replies: 53
Views: 10689

Re: Mod Compatibilty for 0.13

Klonan wrote:The current mod forum is a huge mess, our mod portal will be a huge improvement
Also, searching on the forums is crap. I normally just Google "factorio mod_" so that I don't have to deal with the forum search blocking me after 1 search
by DedlySpyder
Sat Jun 11, 2016 4:25 pm
Forum: Modding help
Topic: Can't Get Animation to Work
Replies: 5
Views: 1484

Re: Can't Get Animation to Work

I know that for lights, when the light is on the game doesn't replace the whole sprite, it only overlays a new bulb on top of the old one. So, assuming accumulators work the same, if you want to change the base sprite you would need something equal size or bigger to cover it up.

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