Search found 125 matches
- Fri May 12, 2017 3:38 pm
- Forum: Implemented mod requests
- Topic: Option in prototype for units to be immune to belt movement
- Replies: 11
- Views: 3438
Re: Option in prototype for units to be immune to belt movement
There is already an equipment in the game called "belt-immunity-equipment". It's disabled by default but if you put it in your power armour you are immune to belt movement. I guess you could add an 1x1 equipment grid to your entities and insert this equipment into it. From base/prototypes/...
- Thu May 11, 2017 6:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 225818
Re: [MOD 0.12.x] Autofill
@Nexela I am the author of the Even Distribution mod and I thought about adding some kind of integration with Autofill. If you haven't heard about Even Distribution, it modifies the vanilla behaviour for CTRL + Click Drag to evenly distribute the items over multiple buildings. My idea was that autof...
- Thu May 11, 2017 11:38 am
- Forum: Modding help
- Topic: is it possible to extend a base entity's gui??
- Replies: 4
- Views: 1437
Re: is it possible to extend a base entity's gui??
I think he ment the hotkey itself. And as far as I know there is no convention to hotkeys just pick the one that suits you best. These hotkeys can be changed by the user in the control settings. Upon hotkey press you can choose to add the gui panel either to LuaPlayer.gui.left (as Choumiko said) whi...
- Thu May 11, 2017 2:44 am
- Forum: Modding help
- Topic: is it possible to extend a base entity's gui??
- Replies: 4
- Views: 1437
Re: is it possible to extend a base entity's gui??
No this is not possible. However you can define a custom hotkey which, when pressed while hovering over a train station, opens up your custom gui. The custom gui can contain anything you want. This is probably the easiest solution to this. Another possible workaround for this is detecting if the pla...
- Wed May 10, 2017 6:15 pm
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 53140
Re: Version 0.15.10
Why... Why Steam for the Coal Liquefication... some people are already complaining that it requires Heavy Oil to get the process started... and now it requires you to burn even more coal (or whatever) in boilers or nuclear power to keep the process going? I don't think it's that bad. You need coal ...
- Tue May 09, 2017 1:08 pm
- Forum: Modding help
- Topic: Mod doesn't work for whatever reason
- Replies: 17
- Views: 4661
Re: Mod doesn't work for whatever reason
Your mod has multiple issues: The icon sizes of limonit.png and siderit.png are too small (They need to be exactly 32x32) Your recipe in ores-recipe.lua is formatted incorrectly Fixed ores-recipe.lua: data:extend({ { type = "recipe", name = "iron-plate", category = "smelting...
- Tue May 09, 2017 12:07 pm
- Forum: Mods
- Topic: [0.15] Flamethrower Weeding
- Replies: 1
- Views: 1265
[0.15] Flamethrower Weeding
http://i.imgur.com/WLvkRzN.png Description: The flamethrower burns any unwanted weeds and tree stumps. Works for the handheld flamethrower and the turret. The radius around a flame at which weed is removed can be configured. http://i.imgur.com/DKbpGvE.png http://i.imgur.com/rtk2xAi.png Mod Portal L...
- Mon May 08, 2017 4:47 pm
- Forum: Modding help
- Topic: [Resolved] Identify floor/tile being mined name
- Replies: 5
- Views: 1769
Re: Identify floor/tile being mined name
The events on_player_mined_tile and on_robot_mined_tile are fired AFTER the tile has been mined which is why you only get the name of the tile underneath. Use on_player_mined_item and on_robot_mined instead. Here is an example: script.on_event(defines.events.on_player_mined_item, function(event) loc...
- Mon May 08, 2017 3:04 pm
- Forum: Modding help
- Topic: Invisible ghosts..?
- Replies: 2
- Views: 939
Re: Invisible ghosts..?
This is because you haven't defined a force for the ghost. The force defaults to enemy and you cannot see ghosts of different forces. If you do this it should work: /c E = game.player.surface.create_entity{name = "entity-ghost", force="player", inner_name = "inserter", ...
- Mon May 08, 2017 2:57 pm
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 2886
Re: Energy consuming Weapons
I guess you could also use a custom ammo item which you just call "electric charge". Then every few ticks you draw a bit of energy from the players power armor and put a few new "electric charge" items into the ammo slot. You could use the on_player_***_inventory_changed events t...
- Sun May 07, 2017 6:46 pm
- Forum: Modding help
- Topic: Mod doesn't work for whatever reason
- Replies: 17
- Views: 4661
Re: Mod doesn't work for whatever reason
The info.json looks fine (although "version": "0.15.0" should be your actual mod version not the factorio version) What error message do you get when loading the mod? Make sure the mod folder is named correctly: "MODNAME_MODVERSION" (so if your mod version is correct th...
- Sun May 07, 2017 6:28 pm
- Forum: Modding help
- Topic: How to modify vehicle's behaviour?
- Replies: 1
- Views: 651
Re: How to modify vehicle's behaviour?
This totally depends on what you actually want to change with these vehicles. As you said you can change things like speed, rotation speed, guns, health,... inside the data.lua. You can change the train schedule of a train using the API . Other than that you can of course create, destroy, teleport, ...
- Sun May 07, 2017 6:10 pm
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 2886
Re: Energy consuming Weapons
Laser and gun turrets actually have different entity types: gun-turret is of type "ammo-turret" laser turret is of type "electric-turret" So assuming you want to create a new turret which is powered by electricity you set the type to "electric-turret" and then use the e...
- Sun May 07, 2017 5:54 pm
- Forum: Modding help
- Topic: Mod doesn't work for whatever reason
- Replies: 17
- Views: 4661
Re: Mod doesn't work for whatever reason
Cannot reproduce: http://i.imgur.com/7PVqkYH.png You must have added something different which caused this error. By the looks of it you have some incomplete prototype definiton without a name somewhere in your modfiles. order = "..." is a string with which the game decides how to order th...
- Sun May 07, 2017 4:21 pm
- Forum: Modding help
- Topic: Hiding the copper wire on poles (from hidden entities)
- Replies: 6
- Views: 2776
Re: Hiding the copper wire on poles (from hidden entities)
I was not clear. The "Invisible rail poles" do need to connect to each other, but at some point, they are going to have to connect to the power grid via a real power pole. That's where I see the issue. Then as I said, you could remove the copper wire coming in from other poles via script ...
- Sun May 07, 2017 2:51 pm
- Forum: Modding help
- Topic: Hiding the copper wire on poles (from hidden entities)
- Replies: 6
- Views: 2776
Re: Hiding the copper wire on poles (from hidden entities)
Do you want the invisible poles to connect to other visible poles? If not you could remove the copper wire coming in from other poles via script once they are placed. And then maybe add some kind of special rail entity like a power switch which connects the visible electric network to the rail netwo...
- Sun May 07, 2017 12:26 pm
- Forum: Modding help
- Topic: [Solved] Prototype entity attribute seems to be missing
- Replies: 2
- Views: 868
Re: Prototype entity attribute seems to be missing
I don't see the crafting_categories property in LuaEntityPrototype either, so you would need a small workaround for accessing it at control.lua stage. Take a look at this . Using this you can read the data.raw table at runtime: data.raw["assembling-machine"]["assembling-machine-2"...
- Sun May 07, 2017 12:13 pm
- Forum: Modding help
- Topic: Hiding the copper wire on poles (from hidden entities)
- Replies: 6
- Views: 2776
Re: Hiding the copper wire on poles (from hidden entities)
This could be done with a little workaround: All the electric-pole entities have a connection_points definition in which they define where the wires are connected. I guess you could offset the connection points by a huge number so they are all offscreen which means they shouldn't be visible to the p...
- Sun May 07, 2017 11:51 am
- Forum: Modding help
- Topic: "Reached id limit for entity" problem
- Replies: 5
- Views: 2551
Re: "Reached id limit for entity" problem
65535 instances of this prototype means that you have 65535 buildings of the same type (for example 65535 yellow belts or something like that) which is a lot. I don't think there is an actual limit on how many different types of buildings you can have. 65535 is the maximum number for an unsigned 16-...
- Fri May 05, 2017 4:37 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42131
Re: [0.15] Even Distribution
It should now be fixed for version 0.1.0 although I was not able to reproduce it so tell me if it still crashes.