Search found 253 matches

by DedlySpyder
Wed Aug 31, 2016 1:04 am
Forum: Modding discussion
Topic: Train bounding boxes
Replies: 11
Views: 12421

Re: Train bounding boxes

mknejp wrote:There is no rotation. Only direction but that always returns 0 for rolling stock.
I think trains use orientation instead of direction
by DedlySpyder
Tue Aug 30, 2016 7:01 pm
Forum: Modding help
Topic: [Solved] Get key_sequence of hotkeys
Replies: 15
Views: 5194

Re: Get key_sequence of hotkeys

apriori wrote:...

Yes, old sequence is being shown.
Meaning that the tooltip doesn't update? How much have you tested it? I assume a restart wouldn't change it, but does redrawing the GUI update it?
by DedlySpyder
Tue Aug 30, 2016 5:29 pm
Forum: Modding help
Topic: [Solved] Get key_sequence of hotkeys
Replies: 15
Views: 5194

Re: [Solved] Get key_sequence of hotkeys

Factorio IRC is normally the best place to get undocumented information. I believe that's where we got the pastebin for custom inputs when they first came out.
by DedlySpyder
Sat Aug 27, 2016 4:00 am
Forum: Not a bug
Topic: [0.14.1][Modding] LuaItemStack.grid Error Thrown
Replies: 2
Views: 860

Re: [0.14.1][Modding] LuaItemStack.grid Error Thrown

Hm, I can't seem to duplicate what I was doing wrong earlier, so I guess it was on my end.

Sorry about that.
by DedlySpyder
Sat Aug 27, 2016 3:22 am
Forum: Modding interface requests
Topic: Grids in Other Stuff
Replies: 2
Views: 1085

Re: Grids in Other Stuff

Equipment grids are already on characters through the armor. Yes, but then I have to do some really hacky things if I want to make it work for avatars (give them a power armor, force the player to not remove them, destroy it when the mine the avatar, but don't destroy the equipment in it, etc.). If...
by DedlySpyder
Sat Aug 27, 2016 12:18 am
Forum: Mods
Topic: [MOD 0.12.x] Avatars (0.3.1)
Replies: 26
Views: 21760

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

Like it... although I haven't fully used it, because to my disappointment, Avatar Skin cannot(!) be made in an Avatar Assembling Machine. I think it at least should. Haven't found where the restriction comes from, but then, I'm still getting a feel for modding. Maybe it's because the AAM cannot tak...
by DedlySpyder
Fri Aug 26, 2016 10:13 pm
Forum: Not a bug
Topic: [0.14.1][Modding] LuaItemStack.grid Error Thrown
Replies: 2
Views: 860

[0.14.1][Modding] LuaItemStack.grid Error Thrown

When I try to access the .grid of an iron or steel armor, I get an error instead of just returning nil. This is an issue now that has_grid was removed.


Checking the prototype.equipment_grid returns nil, so I do have a workaround for the time being.
by DedlySpyder
Fri Aug 26, 2016 7:02 pm
Forum: Modding interface requests
Topic: Grids in Other Stuff
Replies: 2
Views: 1085

Grids in Other Stuff

So, I'm curious if we can get equipment grids in stuff other than vehicles. My use case is for character entities. I would like to do special stuff for my avatars, but I can totally see other possibilities, too. Mods could use a player equipment grid as something like equipped items, like having a t...
by DedlySpyder
Fri Aug 26, 2016 6:58 pm
Forum: Modding help
Topic: movement_bonus into other equipment type?
Replies: 11
Views: 3666

Re: movement_bonus into other equipment type?

orzelek wrote:Acording to FF'f it is.
Someone needs to make a mod and test it out :D
No? This thread was asking if you could combine equipment effects (shooting and speed modifier), which the fff doesn't really say
by DedlySpyder
Fri Aug 26, 2016 2:40 pm
Forum: Modding help
Topic: movement_bonus into other equipment type?
Replies: 11
Views: 3666

Re: movement_bonus into other equipment type?

AutoMcD wrote:With the changes in 0.14 that just hit, do you guys think this is possible now?
Not at home to check, but it sounds like they just added restrictions to the equipment. Kinda like how crafting categories make it so that engines can only be crafted in assemblers.
by DedlySpyder
Fri Aug 26, 2016 2:34 pm
Forum: Modding discussion
Topic: utility of factorio_version ?
Replies: 15
Views: 3656

Re: utility of factorio_version ?

You don't have to have a dependency for the base mod. You could in theory make your own
by DedlySpyder
Wed Aug 24, 2016 2:23 pm
Forum: Modding help
Topic: Cannot remove mods and game crashes on start.
Replies: 5
Views: 6866

Re: Cannot remove mods and game crashes on start.

Did you delete the mods folder from your app data folder? I think the folder in programs (or steam) only has a shortcut to the app data mod folder
by DedlySpyder
Wed Aug 24, 2016 2:21 pm
Forum: Modding discussion
Topic: Do we need NBT tags (entity.data) in Factorio?
Replies: 2
Views: 1325

Re: Do we need NBT tags (entity.data) in Factorio?

There is a modding interface request subforum btw. And IIRC this has been asked for before, but turned down.
by DedlySpyder
Tue Aug 23, 2016 2:12 pm
Forum: Modding discussion
Topic: Receipt change - Save/Load game
Replies: 3
Views: 1617

Re: Receipt change - Save/Load game

I believe the game automatically triggers reset recipes and technologies, but only if the mod version number changed. Did you only change the recipe, but not increase the version number?
by DedlySpyder
Tue Aug 09, 2016 2:35 pm
Forum: Modding help
Topic: Can a single factorio account play two+ players on multi?
Replies: 3
Views: 1074

Re: Can a single factorio account play two+ players on multi?

You'll need to go into the config file and change the port of one copy if you are testing on the same system
by DedlySpyder
Thu Aug 04, 2016 7:34 pm
Forum: Implemented mod requests
Topic: on_pre_player_disconnected event
Replies: 3
Views: 1010

Re: on_pre_player_disconnected event

+1

Currently, I just hope no one kills the original character that gets left behind.
by DedlySpyder
Wed Aug 03, 2016 4:49 pm
Forum: Modding discussion
Topic: [Solved] Is there no way to make library for control.lua?
Replies: 3
Views: 1060

Re: Is there no way to make library for control.lua?

You would have to use remote calls, as each mod is in its own sandbox, so they don't see each other besides using remote calls. Bob's is different because the data stage of the game shares everything amongst the mods (I assume that also applies to his functions, though I've never looked too far into...
by DedlySpyder
Wed Aug 03, 2016 2:50 pm
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 4324

Re: HIdden Entities and Such

You don't need an item for entity and under no condition you are forced to have a recipe for an item. Remove "-placeabe" flags from entity definition. I removed all the flags, it's still complaining about the lack of item. I think it's your minable property, you are referencing an item in...
by DedlySpyder
Tue Aug 02, 2016 2:48 pm
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 4324

Re: HIdden Entities and Such

All prototype alterations require game reboot to take place. (Or fiddling with migrations, probably.) Yeah, and they causes slowdown in development speed. Either way, mods get developed slower. IIRC, there is a setting somewhere that saves a large amount of data to your drive, so that if you use a ...
by DedlySpyder
Thu Jul 28, 2016 2:36 pm
Forum: Modding help
Topic: control.lua for vanilla entities
Replies: 3
Views: 1147

Re: control.lua for vanilla entities

The base game has its folder for creating prototypes, but anything not in there is accomplished in the core game in C++

Go to advanced search