Search found 253 matches
- 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...
- 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+?
You can't access game during the data loading phase thoughRanakastrasz wrote:Presumably this has something to do with it.Added LuaGameScript::active_mods - a table of active mod names to mod versions.
- 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?)
- 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?
- 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
- 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)
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 thatNebbeh wrote:I totally love this mod, but in .13 I encountered this error.
- 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...
- 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
Just because you can doesn't mean you should thoughAfforess 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
- 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...
- 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 ...
- 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...
- 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. ...
- 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
- 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 ?
You mean like find_entities_filtered?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)
- 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
- 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
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 worksporefreak wrote:Seems great but you can't hide recipes behind research
- 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
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 imageSprite outside of
"__base__/graphics/technology/advanced-electronics-2.png" (at 7,20, size 118x100 of 64x64)
- 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
- 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
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 searchKlonan wrote:The current mod forum is a huge mess, our mod portal will be a huge improvement
- 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.