Search found 181 matches
- Sun Jul 02, 2017 4:51 pm
- Forum: Modding help
- Topic: Count of items in crafting machine
- Replies: 2
- Views: 985
- Sun Jul 02, 2017 9:18 am
- Forum: Modding help
- Topic: Count of items in crafting machine
- Replies: 2
- Views: 985
Count of items in crafting machine
In a mod, how can I see how many input and output items a crafting machine is holding?
The info is available in the tool-tip, but I can't figure out how to access it programmatically.
Thanks.
The info is available in the tool-tip, but I can't figure out how to access it programmatically.
Thanks.
- Sun Jun 11, 2017 8:55 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 78447
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
Agreed - please consider reverting this change (or perhaps as an option)?British_Petroleum wrote:... Dealing with the seedlings was an interesting puzzle.
Any confusion can be resolved with a simple google bob greenhouse setup to get cookie cutter examples of how to set it up.
- Sat Jun 10, 2017 8:30 pm
- Forum: Modding help
- Topic: Generating fancy Tooltips
- Replies: 0
- Views: 1110
Generating fancy Tooltips
Hi All. I know to easily create a button with a plain text Tooltip... game.player.gui.center.add{type="button", caption="hello", tooltip="This is a tooltip."} Is there any easyish way to generate a tooltip with custom rich string formatting (Bold etc.) ? Or even better ...
- Wed May 10, 2017 7:05 am
- Forum: Modding help
- Topic: Overlay image on entity
- Replies: 7
- Views: 2261
Re: Overlay image on entity
Thanks both. I can easily add a layer to a static object... local newPic = { filename = BeastMod.mod_directory .. "/graphics/Xpurple.png", priority = "extra-high", width = 48, height = 34, shift = {0.1875, 0} } local newN = {} newN.layers = { data.raw["container"]["...
- Tue May 09, 2017 9:26 am
- Forum: Modding help
- Topic: Overlay image on entity
- Replies: 7
- Views: 2261
Re: Overlay image on entity
I still can't figure this out...
Laying a 2nd entity works but is kind of messy... anyone have a clue on how to overlay a static image on an animated entity?
Laying a 2nd entity works but is kind of messy... anyone have a clue on how to overlay a static image on an animated entity?
- Fri May 05, 2017 9:14 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 34332
Re: Version 0.15.8
My trains don't re-fuel any more - inserter doesn't go even though train fuel is not full...
Affects 3 trains on two separate lines.
Affects 3 trains on two separate lines.
- Fri May 05, 2017 1:18 pm
- Forum: Modding help
- Topic: Overlay image on entity
- Replies: 7
- Views: 2261
Re: Overlay image on entity
Thanks (again!) kikker.
I've been toying with the animation code from demo-mining-drill this morning, but have not figured out how to make the layer work properly yet... I was hoping there was a simple property for a static image I could layer.
I'll keep experimenting!
I've been toying with the animation code from demo-mining-drill this morning, but have not figured out how to make the layer work properly yet... I was hoping there was a simple property for a static image I could layer.
I'll keep experimenting!
- Fri May 05, 2017 1:14 pm
- Forum: Modding help
- Topic: Unlock recipe on specific infinite tech level
- Replies: 2
- Views: 1088
Re: Unlock recipe on specific infinite tech level
Marvellous thank you - 1, 4, 8 are fine for my quick & dirty testing... I'll find a more appropriate place in the tech tree once I play test.
- Fri May 05, 2017 9:26 am
- Forum: Modding help
- Topic: Unlock recipe on specific infinite tech level
- Replies: 2
- Views: 1088
Unlock recipe on specific infinite tech level
Hi, I'm modding some upgraded electric-mining-drills for 0.15, and I thought an easy way to gate them initially is with specific levels of infinite technology "mining productivity", but the following code claims "mining-productivity-3 not found" when the mod is loaded at Factorio...
- Fri May 05, 2017 9:17 am
- Forum: Modding help
- Topic: Overlay image on entity
- Replies: 7
- Views: 2261
Overlay image on entity
Ho modders, I want to create an upgraded electric drill in 0.15, and was hoping to overlay the default graphics/animation with a simple static png (EG: transparent background with X in corner)... http://i.imgur.com/Mlq0CuJ.png local newEntity newEntity = util.table.deepcopy(data.raw["mining-dri...
- Mon May 01, 2017 11:39 am
- Forum: Bob's mods
- Topic: [0.12.x][0.12.5]Bob's Library mod
- Replies: 44
- Views: 77637
Re: [0.12.x][0.12.5]Bob's Library mod
<<reads up on control.lua vs data*.lua>>
I understand now thanks Bob Will instead use custom events.
I understand now thanks Bob Will instead use custom events.
- Sun Apr 30, 2017 6:53 pm
- Forum: Bob's mods
- Topic: [0.12.x][0.12.5]Bob's Library mod
- Replies: 44
- Views: 77637
Re: [0.12.x][0.12.1]Bob's Library mod
Ho are these functions accessed by other mods? Do we have to require() them into data.lua? They are available for other mods to use, yes. I recomend you make this mod a dependacy in info.json, and the functions will all be available without the need for a require. I can't figure this out :( Factori...
- Sat Apr 29, 2017 3:23 am
- Forum: Technical Help
- Topic: Unable to Load Mod Portal
- Replies: 11
- Views: 4103
Re: Unable to Load Mod Portal
4am UK time... mod portal is GO!
- Fri Apr 28, 2017 7:05 pm
- Forum: Technical Help
- Topic: Unable to Load Mod Portal
- Replies: 11
- Views: 4103
Re: Unable to Load Mod Portal
I suppose Friday ~20:00 UK time is peak!
I can't load https://mods.factorio.com or the in-game "Install Mods" after dozens of attempts
I can't load https://mods.factorio.com or the in-game "Install Mods" after dozens of attempts
- Wed Nov 16, 2016 7:50 pm
- Forum: Bob's mods
- Topic: Adjustable inserter gui not displaying, hotkeys not working
- Replies: 3
- Views: 2312
Re: Adjustable inserter gui not displaying, hotkeys not working
Hi Rue, I had this issue but I didn't realise you need to place the inserter down first, then hover the mouse directly over the target cross-hair before pressing the hotkey... it's not enough to hover over the inserter, the mouse must be inside the square cross-hair thingy. inserter-open-GUI-02.png ...
- Thu Nov 03, 2016 3:46 pm
- Forum: Technical Help
- Topic: Steam upgraded me to 14.x
- Replies: 3
- Views: 1109
Re: Steam upgraded me to 14.x
Thanks Klonan...That would explain it :) I can't see any posts about this milestone though? The Steam News article about 0.14.18 even finishes with a message about how to get experimental versions. I suggest to have a message in-game after a major update like this... it wasn't nice opening my save g...
- Thu Nov 03, 2016 3:23 pm
- Forum: Technical Help
- Topic: Steam upgraded me to 14.x
- Replies: 3
- Views: 1109
Steam upgraded me to 14.x
I was happily playing Steam v0.13.x yesterday, but when I launched Factorio just now it was 0.14.18 (build 25281, win64, steam). I double checked in Steam -> Library -> Factorio -> Properties -> Betas and the "Select the beta" option remains at "NONE - Opt out of all beta programs&quo...
- Wed Sep 21, 2016 4:04 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 145296
Re: Bugs and problems
I too am having this "Can't connect inserters to circuit network" issue - I'm glad to hear I'm not alone. Using the entire suite of the latest 5dim's that's on the Mod Portal (mods.factorio.com). I've had the issue since I started .13.x, which was .13.8, continuously up to this point (.13...
- Sun Sep 18, 2016 7:21 pm
- Forum: 5dim's mod
- Topic: Translations and apports
- Replies: 12
- Views: 11964
Re: Translations and apports
There seem to be some missing techs in all locales (but I'm new to mods so may be mistaken!)... EG: 5dim_energy_0.13.1\locale\en\locale.cfg [technology-name] ... electric-energy-accumulators-2 = Electric energy accumulators 2 electric-energy-accumulators-3 = Electric energy accumulators 3 5dim_logis...