Search found 111 matches
- Sun Jun 18, 2017 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: Bug when trying to set burner.currently_burning
- Replies: 9
- Views: 3960
Re: Bug when trying to set burner.currently_burning
Well either I'm missing something or this is another bug, but setting it to e.g. "coal" does not actually update LuaBurner::remaining_burning_fuel, as the docs say...
- Sun Jun 18, 2017 2:26 pm
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 8351
Re: "Server error: Network Error"
Wube, what are you doing
- Sun Jun 18, 2017 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: Bug when trying to set burner.currently_burning
- Replies: 9
- Views: 3960
Re: Bug when trying to set burner.currently_burning
Thanks! How would I use the string? Item prototype name?
- Sun Jun 18, 2017 12:00 am
- Forum: Resolved Problems and Bugs
- Topic: Bug when trying to set burner.currently_burning
- Replies: 9
- Views: 3960
Bug when trying to set burner.currently_burning
Alright so I get this error: http://i.imgur.com/lJgJyNA.png when running this code: 140: c = game.surfaces[1].create_entity{name = "car", force = game.forces.neutral, position = {x=0,y=0}} 141: c.burner.currently_burning = game.item_prototypes["coal"] The API documentation states...
- Fri Jun 16, 2017 3:05 pm
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 8351
- Thu Jun 15, 2017 7:35 pm
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 8351
"Server error: Network Error"
I get this error when trying to upload an update to my mod on the mod portal. http://i.imgur.com/muzx91z.png I don't think it's my fault, as I did not change anything regarding compression setup or folder structure. But if it is, it would be so nice if the site told me what's wrong! :) Anyone got an...
- Wed Jun 14, 2017 10:33 am
- Forum: Ideas and Suggestions
- Topic: Helicopter
- Replies: 5
- Views: 2810
Re: Helicopter
Hi, I made a mod for this. Check it out.
https://mods.factorio.com/mods/kumpu/Helicopters
https://mods.factorio.com/mods/kumpu/Helicopters
- Tue Jun 13, 2017 10:02 am
- Forum: Modding help
- Topic: Separate animation for helicopter blades
- Replies: 5
- Views: 2165
Re: Separate animation for helicopter blades
Thanks! Oh man, the entire code is a shenanigan. The rotor is another car but for some reason vehicle orientation does not directly translate to the displayed frame. Looks like they have some kind of easing applied, as you can see here in this image. http://i.imgur.com/jRKrQIQ.png (x axis is what fr...
- Tue Jun 13, 2017 1:27 am
- Forum: Modding help
- Topic: Separate animation for helicopter blades
- Replies: 5
- Views: 2165
Re: Separate animation for helicopter blades
Mod released, check it out: https://mods.factorio.com/mods/kumpu/Helicopters
- Wed Jun 07, 2017 6:38 pm
- Forum: Modding help
- Topic: Separate animation for helicopter blades
- Replies: 5
- Views: 2165
Re: Separate animation for helicopter blades
Yeah, I found out about that trick by looking at this mod
viewtopic.php?f=14&t=12747
Gosh that sucks. I would have thought an excellent game like factorio would have an excellent modding system as well but eh.
viewtopic.php?f=14&t=12747
Gosh that sucks. I would have thought an excellent game like factorio would have an excellent modding system as well but eh.
- Wed Jun 07, 2017 10:39 am
- Forum: Modding help
- Topic: Separate animation for helicopter blades
- Replies: 5
- Views: 2165
Separate animation for helicopter blades
Hi, I'm currently creating a helicopter mod. I want this to look nice, so it should have a spinning rotor. However it seems that animations in car entitys are hardcoded to the forward direction. I understand why that makes sense for cars but it really sucks for my purposes. In general it seems that ...