Search found 162 matches
- Sun Jun 14, 2020 7:15 pm
- Forum: Modding help
- Topic: Can I get train time info from API?
- Replies: 4
- Views: 1290
Can I get train time info from API?
In train schedules, there are conditions "Time passed" and "Inactivity" selectable. My question is: can I get these two values in control.lua? I want to know how much time the train has waited. I tried finding related wording in LuaTrain , TrainSchedule , and even LuaEntity but h...
- Sun May 10, 2020 9:25 pm
- Forum: Modding help
- Topic: Sticker API from ammo action
- Replies: 1
- Views: 817
Sticker API from ammo action
I want to make some ammo/capsule that targets stickers on a unit. (For example, a water gun to remove fire-sticker.) Is there a good way to do it from ammo API? (Or within action, action_delivery, target_effects, or whatever...) Searched old posts and I found one at 2017.04: https://forums.factorio....
- Wed Feb 19, 2020 7:06 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 19863
Re: Version 0.18.7
it seems like Creative Mod is eating up a fair amount of update time there. True, it is well-known. It actually leads to some modders to develop some alternatives. But yes, I am a bit too attached to it for my mod testing environment... ... Just did a look about the update time used by Creative Mod...
- Wed Feb 19, 2020 12:05 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 19863
Re: Version 0.18.7
A new question to reuse the old poison cloud though. Is there anything I can to the lower the poison clouds to some layer, so they will not obscure the units and entities like the new visual? There is SmokeWithTrigger::render_layer, so you can set it to a layer under normal objects (see list of lay...
- Tue Feb 18, 2020 11:35 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 19863
Re: Version 0.18.7
I see. I recommend you to mod back the old visuals as using multiple sprites per cloud is not gonna work well for your use case. Alright. It is a sad news though. So wanted to stick my everything to vanilla game as much as possible. A new question to reuse the old poison cloud though. Is there anyt...
- Tue Feb 18, 2020 11:06 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 19863
Re: Version 0.18.7
I see. I recommend you to mod back the old visuals as using multiple sprites per cloud is not gonna work well for your use case. Alright. It is a sad news though. So wanted to stick my everything to vanilla game as much as possible. A new question to reuse the old poison cloud though. Is there anyt...
- Tue Feb 18, 2020 10:38 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 19863
Re: Version 0.18.7
I understand most players (those not using my mods) never have this problem since they do not release poison cloud at this scale. But I wonder why the poison goo can kill UPS so quickly? I wonder too. Can you save the game when it's happening and share the save here? Here it goes. It is not needed ...
- Tue Feb 18, 2020 10:06 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 19863
Re: Version 0.18.7
First of all, I develop mods and play on laptop. Using normal sprite resolution but turned off smoke, clouds, decoratives. I enabled all of my "Schall"-brand mods, and still got 60 UPS on battlefield screen of my megabase save in 0.18.6. But when updated to 0.18.7, the battlefield screen d...
- Fri Feb 14, 2020 11:32 am
- Forum: Modding help
- Topic: [Solved] Question about LuaPlayer::add_custom_alert()
- Replies: 2
- Views: 722
Re: Question about LuaPlayer::add_custom_alert()
Thanks for the answer.
I would recommend adding such description after that parameter. It is not straightforward to find this out.
I would recommend adding such description after that parameter. It is not straightforward to find this out.
- Fri Feb 14, 2020 11:11 am
- Forum: Modding help
- Topic: [Solved] Question about LuaPlayer::add_custom_alert()
- Replies: 2
- Views: 722
[Solved] Question about LuaPlayer::add_custom_alert()
Want to ask what parameter entity in LuaPlayer::add_custom_alert does? add_custom_alert(entity, icon, message, show_on_map) Adds a custom alert to this player. Parameters entity :: LuaEntity icon :: SignalID message :: LocalisedString show_on_map :: boolean I know what other three do, but I have no ...
- Tue Feb 11, 2020 9:28 pm
- Forum: Modding help
- Topic: Dumb question from a non-modder
- Replies: 37
- Views: 6183
Re: Dumb question from a non-modder
Not sure if I understood you correctly: Do you make the list with [WIP] when you start working on a mod or on a mod release ? I scanned the changelogs of the several smaller mods of yours that I have installed for "[WIP]", but didn't find any. Of course I do mean when start working (creat...
- Tue Feb 11, 2020 8:06 pm
- Forum: Modding help
- Topic: Dumb question from a non-modder
- Replies: 37
- Views: 6183
Re: Dumb question from a non-modder
Joining the discussion about this part. When starting to make/edit a mod, usually my first file to be opened in Notepad++ (I also use Sublime Text though) is changelog.txt. What I want to do is written down there first, say: Features: - [WIP] Introduced 2 new weapons: plasma rifle, BFG 9000. - [WIP...
- Tue Feb 11, 2020 4:16 pm
- Forum: Modding help
- Topic: Dumb question from a non-modder
- Replies: 37
- Views: 6183
Re: Dumb question from a non-modder
Planning is key. I write my changelogs before I make the changes. Do you also update it after you've made the changes? Depends whether the changelog tells me to. Just wondering about "I write my changelogs before I make the changes". From writing scientific papers, I know that the outline...
- Tue Feb 04, 2020 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] Mod ZIP file only loading bug
- Replies: 1
- Views: 1902
[0.18.3] Mod ZIP file only loading bug
I am the mod author of Schall Alien Tech . Today I released mod update 0.18.0, but found problem when loading a save game. Screenshot: Error_AlienTechZIP.png Log show the same error message: 47.699 Error Util.cpp:83: last_write_time "" failed: operation not permitted Steps to reproduce: 1....
- Thu Jan 16, 2020 7:25 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48224
Re: Changelog tutorial
@Devs - I think there is a minor issue with ow the change log is presented in the game interface where the categories are ordered strangely (PSB my example picture): Change log category order.JPG Can you make it so that either the first tab/category is selected or better yet - have the All category...
- Thu Jan 02, 2020 9:19 am
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 2462
Re: Event filter explanations
He needs to catch "-ore$". A single pattern on the event will do that because you can't do that with the event filter. He did not do that for some reason. It is possible to calculate which prototypes your mod will need to listen for before the event is fired, even with patterns. Event fil...
- Thu Jan 02, 2020 8:47 am
- Forum: Modding help
- Topic: Questions on Prototype/Car
- Replies: 4
- Views: 951
Re: Questions on Prototype/Car
I have a mod which removes healing from biters and adds a different kind. To apply the behavior to other entities would be adding/reassigning a single function (I do generic healing, based on max health or a flat value, so it literally doesn't matter what type of entity it is, as long as it has tho...
- Sat Dec 28, 2019 7:51 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 2462
Re: Event filter explanations
Thanks for the example. Just have a similar question about event filter. Just found this thread and I feel highly related to it, so I am posting here instead of creating a new thread. Is it possible (or Devs make it possible) to use Lua match patterns to the filters here? For example, I want to matc...
- Sat Dec 21, 2019 5:50 pm
- Forum: Modding help
- Topic: Questions on Prototype/Car
- Replies: 4
- Views: 951
Re: Questions on Prototype/Car
You can "upgrade" a player character to a mech character. function swap_character(player) if not player or not player.character then return end local old_character = player.character if player.character.name == "character" then player.character = player.surface.create_entity{nam...
- Sat Dec 21, 2019 4:16 pm
- Forum: Modding help
- Topic: Questions on Prototype/Car
- Replies: 4
- Views: 951
Questions on Prototype/Car
Hello everyone, I have several questions about Prototype/Car . Would appreciate if some devs or experts could answer (some of) my questions: Does anyone successfully get "healing_per_tick" property working on cars, or how does it work out? I tried to add that to vanilla car, tank, or my mo...