Search found 253 matches

by DedlySpyder
Sat Jun 11, 2016 4:22 pm
Forum: Modding help
Topic: [SOLVED] Starting items
Replies: 4
Views: 2373

Re: Starting items

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.
by DedlySpyder
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 []? ...
by DedlySpyder
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
by DedlySpyder
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...
by DedlySpyder
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

Adil wrote:Also these: why don't you use these in compound names "_"?
Or use camelCaseNames
by DedlySpyder
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...
by DedlySpyder
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...
by DedlySpyder
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...
by DedlySpyder
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

sparr wrote:Doesn't the tutorial have a crashed-ship-shaped chest with items for you to pick up from it?
You could easily just make a container with the sprite of the crashed ship
by DedlySpyder
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...
by DedlySpyder
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)

Galacticruler wrote:Looks like this would mesh well with blueprints! I will most certainly try this!
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.

Oops.


Anyways:

0.2.0
  • Added blueprint support
by DedlySpyder
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)
by DedlySpyder
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...
by DedlySpyder
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...
by DedlySpyder
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?
by DedlySpyder
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...
by DedlySpyder
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...
by DedlySpyder
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
  • Production modules now work on all intermediate items
by DedlySpyder
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...

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