Are you good them?
For explanation, "game.local_player" is only usable in the console, not in mods. There isn't really a "local player" from the mod's perspective.
Search found 253 matches
- Sat Jun 11, 2016 4:22 pm
- Forum: Modding help
- Topic: [SOLVED] Starting items
- Replies: 4
- Views: 2373
- Sat Jun 11, 2016 4:20 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.13
- Replies: 79
- Views: 24477
Re: Mod changes in 0.13
I can't comprehend these: - Changed game.players, game.surfaces, game.entity_prototypes, game.item_prototypes, game.fluid_prototypes, force.recipes, force,technologies to use custom access + iterator objects for improved performance. Weren't game.entity_prototypes and such already indexable by []? ...
- Fri Jun 10, 2016 9:19 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 54744
Re: Friday Facts #142 - Playtesting
Ok, I inserted a rail into the "crane" image, and it fits. So, I definitely think it is a train station.
Tin-Foil Hat Train Station
- Thu Jun 09, 2016 11:33 am
- Forum: Modding help
- Topic: A recipe category that a player cannot craft
- Replies: 5
- Views: 1672
Re: A recipe category that a player cannot craft
My 'Reverse recipe' for my recycling machines all are assigned to a category that my recycling machines can craft. That I understand and it all works perfectly. The recipes can only be crafted in the recycling machines. So why do they appear in the players crafting menu, when the player cannot craf...
- Tue Jun 07, 2016 8:12 pm
- Forum: Modding help
- Topic: nil value by acces to global variable
- Replies: 6
- Views: 1550
Re: nil value by acces to global variable
Or use camelCaseNamesAdil wrote:Also these: why don't you use these in compound names "_"?
- Tue Jun 07, 2016 7:19 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Uses for wood (if mass wood farming happens)
- Replies: 9
- Views: 2891
Re: [Suggestion] Uses for wood (if mass wood farming happens)
There are counts, how many wood is really needed for playing vanilla, I mean the number of wood was under 50. Maybe less. That is not worth automating and works even in worlds with nearly no wood. IMO the problem is: You start in the middle of a freaking forest. Sadly it wont cut itself out, so nee...
- Mon Jun 06, 2016 7:13 pm
- Forum: Modding discussion
- Topic: Mod Compatibilty for 0.13
- Replies: 53
- Views: 10689
Re: Mod Compatibilty for 0.13
So these, http://lua-api.factorio.com/0.13.0-preview/defines.html, are going away or just accessed in a different way?? They will be accessible without requiring the defines.lua So... We can access them the same way as before (with defines.X or a number), but we don't need "require" defin...
- Mon Jun 06, 2016 4:57 pm
- Forum: Implemented mod requests
- Topic: Mod "Setting"/"Config" Interface
- Replies: 24
- Views: 11899
Re: Mod "Setting"/"Config" Interface
I have suggested something like this before, but just a little more basic. I think the main issue is that any change in entities will currently require a full game restart. Other than that, I think one of the devs said it is worth looking into. If the new mod being downloaded adds any prototypes, t...
- Mon Jun 06, 2016 4:47 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] Mineable crashed ship
- Replies: 7
- Views: 1734
Re: [request] Mineable crashed ship
You could easily just make a container with the sprite of the crashed shipsparr wrote:Doesn't the tutorial have a crashed-ship-shaped chest with items for you to pick up from it?
- Mon Jun 06, 2016 2:47 pm
- Forum: Modding help
- Topic: order = "x[name]-x[otherName]" Meaning?
- Replies: 4
- Views: 1687
Re: order = "x[name]-x[otherName]" Meaning?
There's a great post by Rseding out there on the forums, bug I can't find it atm. I forgot the names of some of these, but the idea is there. Basically, items are ordered by item-category first, then a sub item-category, then finally by the order string. The order string could just be a single lette...
- Sat Jun 04, 2016 10:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Generic Logistic Chest (0.2.0)
- Replies: 3
- Views: 3848
Re: [MOD 0.12.x] Generic Logistic Chest (0.1.0)
Heh, funny thing about that, 0.1.0 didn't support blueprints, and for some reason I never uploaded 0.2.0, which does. And I did that like a week ago.Galacticruler wrote:Looks like this would mesh well with blueprints! I will most certainly try this!
Oops.
Anyways:
0.2.0
- Added blueprint support
- Fri Jun 03, 2016 2:30 pm
- Forum: Modding discussion
- Topic: 0.13 Lua API documentation preview
- Replies: 11
- Views: 3177
Re: 0.13 Lua API documentation preview
This is all I need to hold me over (well, I would love prerelease patch notes, but I understand not giving them to us)
- Thu Jun 02, 2016 9:29 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 122417
Re: Version 0.12.35
Why are you that convinced that the 0.13 is close? IMO the release of a single bug fix update release just says the opposite. The 0.13 is not ready yet and thus they release a bugfix release now instead of major release soon. (Waiting is always less work) I guess we have to wait until next week (Tu...
- Thu Jun 02, 2016 2:33 pm
- Forum: Implemented mod requests
- Topic: Index of API documentation
- Replies: 2
- Views: 857
- Wed Jun 01, 2016 11:10 pm
- Forum: Modding help
- Topic: Display Image
- Replies: 9
- Views: 1838
Re: Display Image
... New player and swap over? I have no idea how that would work. It would also be potentially happening every tick, so really would be a bad idea anyhow. Its an animation based on current shield health and how recently it last took damage. Hm, maybe not then, I was thinking like a more generic for...
- Wed Jun 01, 2016 4:43 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 122417
Re: Version 0.12.35
So, this has to be them closing the 0.12 fork for good, right?
- Wed Jun 01, 2016 2:44 pm
- Forum: Modding help
- Topic: Display Image
- Replies: 9
- Views: 1838
Re: Display Image
I am using the teleport method already. It works great in in single player, but in multiplayer the latency issue causes it to lag behind the player. its a shield bubble animation that pulses when the player takes damage to their shield. So the player will have it as long as they have a force shield...
- Wed Jun 01, 2016 2:09 am
- Forum: Modding help
- Topic: Display Image
- Replies: 9
- Views: 1838
Re: Display Image
I don't think so, but what are you trying to do? If you want to overlay the image over the player, maybe create a new player-typed entity (based entirely off the default) with a different picture. Otherwise, if you want it under them, I think you'd have to spawn in a dummy entity (try teleporting it...
- Mon May 30, 2016 4:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 20074
Re: [MOD 0.12.x] Avatars (0.3.1)
Minor fix, also remove a useless graphic file.
0.3.1
0.3.1
- Production modules now work on all intermediate items
- Mon May 30, 2016 4:24 pm
- Forum: Modding help
- Topic: Need help to find a mistake
- Replies: 10
- Views: 2071
Re: Need help to find a mistake
Whoops, I just realized I never did this for my mod. As a side note, you have to add it to each productivity module individually, so something like this for each item: table.insert(data.raw.module["productivity-module"].limitation, "recipe_name") table.insert(data.raw.module[&quo...
