I think trains use orientation instead of directionmknejp wrote:There is no rotation. Only direction but that always returns 0 for rolling stock.
Search found 253 matches
- Wed Aug 31, 2016 1:04 am
- Forum: Modding discussion
- Topic: Train bounding boxes
- Replies: 11
- Views: 12421
Re: Train bounding boxes
- 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
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?apriori wrote:...
Yes, old sequence is being shown.
- 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.
- 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.
Sorry about that.
- 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...
- 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...
- 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.
Checking the prototype.equipment_grid returns nil, so I do have a workaround for the time being.
- 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...
- 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?
No? This thread was asking if you could combine equipment effects (shooting and speed modifier), which the fff doesn't really sayorzelek wrote:Acording to FF'f it is.
Someone needs to make a mod and test it out
- 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?
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.AutoMcD wrote:With the changes in 0.14 that just hit, do you guys think this is possible now?
- 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
- 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
- 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.
- 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?
- 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
- 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.
Currently, I just hope no one kills the original character that gets left behind.
- 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...
- 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...
- 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 ...
- 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++