Search found 502 matches
- Wed May 02, 2018 5:28 am
- Forum: Not a bug
- Topic: [0.16.39][Modding] Disabling recipe electric-mining-drill
- Replies: 3
- Views: 980
Re: [0.16.39][Modding] Disabling recipe electric-mining-drill
Time to mine that data out of the wiki, thanks bilka
- Tue May 01, 2018 7:18 pm
- Forum: Not a bug
- Topic: [0.16.39][Modding] Disabling recipe electric-mining-drill
- Replies: 3
- Views: 980
[0.16.39][Modding] Disabling recipe electric-mining-drill
Hi, I'm trying to disable the electric mining drill recipe in the prototyping stage by: data.raw["recipe"]["electric-mining-drill"].enabled = false When entering a (new) game, even with only this line of code in a blanco mod, it will still show the recipe in the crafting menu. Gr...
- Tue Apr 24, 2018 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16] Small technology prototype bug (visible in 0.17)
- Replies: 7
- Views: 1773
Re: [0.16] Small technology prototype bug (visible in 0.17)
Thats why there is a data-final-fixes.lua or data-updates.lua to take care of those things, so you can fix the other mods becose you changed the base game...mrvn wrote: I mend if one mod changes the name so it has a "1" then it breaks any other mod using the original tech.
- Mon Apr 23, 2018 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16] Small technology prototype bug (visible in 0.17)
- Replies: 7
- Views: 1773
Re: [0.16] Small technology prototype bug (visible in 0.17)
Let me quote the last line of the Factorio Friday Fact #216:mrvn wrote: ...
If they do that then they break any other mod that uses the original tech name.
I guess that says enoughFFF #216 wrote:but it wouldn't be us if we didn't break mod compatibility in a new release.
- Wed Apr 18, 2018 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16] Small technology prototype bug (visible in 0.17)
- Replies: 7
- Views: 1773
Re: [0.16] Small technology prototype bug (visible in 0.17)
Also consider that mods do have accumulator mk2. Maybe the "upgrade" parameter shouldn't be true/false but rather name the technology they upgrade. The GUI can then work backwards to number them 1, 2, 3, ... Yes there are mods that have accumulator mk2's, but they can change the prototype...
- Sun Apr 15, 2018 4:38 pm
- Forum: Implemented mod requests
- Topic: defines.events.on_player_trash_slots_changed
- Replies: 3
- Views: 1034
Re: defines.events.on_player_trash_slots_changed
As quick fix:
you can keep track of the main inventory and the quickbar to see if items get removed...
If they get removed, check the trash slots for items and keep checking them till they are empty...
That way you know the items in the trash slot (and so you can calculate the weight)..
you can keep track of the main inventory and the quickbar to see if items get removed...
If they get removed, check the trash slots for items and keep checking them till they are empty...
That way you know the items in the trash slot (and so you can calculate the weight)..
- Sun Apr 15, 2018 4:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16] Small technology prototype bug (visible in 0.17)
- Replies: 7
- Views: 1773
[0.16] Small technology prototype bug (visible in 0.17)
Hi, I'm currently working on a mod that alters the technology research. It became to my attention the way 'upgrades' work. As of now, an upgrade is just defined by the technology name: for example: { type = "technology", name = "laser-turret-damage-1", ... }, { type = "techn...
- Mon Apr 09, 2018 10:49 pm
- Forum: Implemented mod requests
- Topic: defines.events.on_player_trash_slots_changed
- Replies: 3
- Views: 1034
Re: defines.events.on_player_trash_slots_changed
Why?LuziferSenpai wrote:If you want more Information why, ask.
I'm curious? The only thing i could think of is adding more stuff to the trash slots, but you got auto trash slots for that?
Controling robots? Is that even possible? (never looked into that)
...
It caught my attention...
lovely_santa
- Sat Apr 07, 2018 9:03 pm
- Forum: Modding interface requests
- Topic: Create light source entity
- Replies: 15
- Views: 4199
Re: Create light source entity
After some investigations i ended up with such variants of bases for abstract light sources: player(type for characters) — easy way to get 8-way rotatable light. Have tons of extra properties and logic around it. Does not have smooth orientation. explosion — non-rotatable at all. Lifetime is based ...
- Sat Apr 07, 2018 6:47 am
- Forum: Modding interface requests
- Topic: Allow artillery_range_modifier between -1 and 0
- Replies: 2
- Views: 1216
Re: Allow artillery_range_modifier between -1 and 0
You can make the range smaller with a modifier value between 0 (=no range) and 1 (=current range).. not with values from -1 to 0..
Greetings
Lovely_santa
Greetings
Lovely_santa
- Fri Apr 06, 2018 8:36 am
- Forum: Modding interface requests
- Topic: Create light source entity
- Replies: 15
- Views: 4199
Re: Create light source entity
The circuit logic is easy: make selection_box = {} so you can't select it in the first place The energy is another issue that i can't solve yet.. It has no buffer so i can't give it some energy.. Making a new force for it, place invisible pole, invisible simple accumulator and a lamp is like overkil...
- Thu Apr 05, 2018 8:45 pm
- Forum: Modding interface requests
- Topic: Create light source entity
- Replies: 15
- Views: 4199
Create light source entity
Hi, Afther some mods, I keep trying to create light entities, but it never works out right. If I want to create a light source, it always needs a default entity, for example a lamp, a vehicle, etc... A simple entity with light source would be handy. The ability to force it on and off through the api...
- Mon Mar 12, 2018 7:39 am
- Forum: Modding interface requests
- Topic: mod_data property for entity
- Replies: 10
- Views: 3490
Re: mod_data property for entity
I would like this option too
@Rseding, I was thinking about a table storing information about the ForceField emitter, this would allow to blueprint custom entities..
Greetings,
lovely_santa
@Rseding, I was thinking about a table storing information about the ForceField emitter, this would allow to blueprint custom entities..
Greetings,
lovely_santa
- Mon Mar 12, 2018 7:30 am
- Forum: Implemented mod requests
- Topic: Landmine tools - event.on_landmine_armed, LuaEntity::armed
- Replies: 1
- Views: 796
Re: Landmine tools - event.on_landmine_armed, LuaEntity::armed
Yup, thats exactly what I would need Bilka was on it already
lovely_santa
lovely_santa
- Sat Feb 17, 2018 8:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [0.16.25] Medium graphics bug on artilery wagon
- Replies: 2
- Views: 3050
[V453000] [0.16.25] Medium graphics bug on artilery wagon
Hello, On one particular frame of the artilery wagon is the sprite missing some coloring. Naamloos.png As you see, the base where the cannon itself is mounted on is normaly colored gray-ish, but on that single configuration its white (the oposite configuration is colored, as example) Greetings lovel...
- Tue Jan 30, 2018 7:50 pm
- Forum: Implemented mod requests
- Topic: LuaElement table column_count
- Replies: 0
- Views: 594
LuaElement table column_count
Hi, When creating a gui I get a lot of info from the event. But when saving data from the gui (on button pressed) I only get the button. The way to retrieve all the information without needing to save it all, is to read the information out of the gui. One of these things is reading data from a colum...
- Tue Jan 30, 2018 10:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][0.16.20][Modding] guiElement scroll-pane
- Replies: 2
- Views: 2474
Re: [Rseding91][0.16.20][Modding] guiElement scroll-pane
Uploaded saves on wetransfer: Mod used: https://we.tl/ERZnjKgJqk Save file: https://we.tl/QMactARcoB Steps: In the save game is an emitter places click on it to open the UI and click the gears to open the gui from the screenshot. In the mod file /src/gui.lua line 253 is a setting fieldWidth = 65 to ...
- Tue Jan 30, 2018 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][0.16.20][Modding] guiElement scroll-pane
- Replies: 2
- Views: 2474
[Rseding91][0.16.20][Modding] guiElement scroll-pane
Hi, I know a gui rework is planned for 0.17... But I think the behaviour of the scroll bar doesn't work correctly... I've set my scroll bar to only scroll in horizontal direction when needed: local configTableSlider = configTable.add{ type = "scroll-pane", name = self.guiElementNames.confi...
- Sat Jan 27, 2018 12:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][0.16.20][Modding] on_create_entity over ghosts
- Replies: 1
- Views: 2184
[Rseding91][0.16.20][Modding] on_create_entity over ghosts
Hi, When I got a line of walls they all connect just fine... 2018-01-27_134306.png Then I throw some grenades to destroy them, and there ghost appear to reconstruct them... 2018-01-27_134548.png The fields will be automaticly get replaced (can_place_entity and create_entity) over the ghosts (fixed i...
- Thu Jan 25, 2018 1:11 pm
- Forum: Modding help
- Topic: How to have custom technology effect modifier icons?
- Replies: 3
- Views: 1150
Re: How to have custom technology effect modifier icons?
*BUMP* :lol: Rseding, I want 'nothing' effect on my technology research, but is there anyway to get a custom icon on it, so it's not the default + sign or some alternative for the other types... How can we add custom icons to the nothing effect? As it originaly was requested in 38690 its easy to hav...