Search found 190 matches
- Fri May 22, 2015 5:06 pm
- Forum: Modding discussion
- Topic: Prototype definitions reference format
- Replies: 14
- Views: 21022
Re: Prototype definitions reference format
Bump. Is there any way we modders can get a list of available properties/methods for all prototypes? At the moment it's a struggle getting the info we need from the game.
- Fri May 22, 2015 5:02 pm
- Forum: Implemented mod requests
- Topic: Ability to control if an assembler's recipe can be changed?
- Replies: 9
- Views: 10219
Re: Ability to control if an assembler's recipe can be changed?
Thanks for the suggestions everyone. Making entity.operable = false would be a great solution, if only I could call it when a recipe was set. I went through the list of events: https://forums.factorio.com/wiki/index.php?title=Lua/Events but none of them seem appropriate. I wonder if its possible th...
- Fri May 22, 2015 4:38 pm
- Forum: Mods
- Topic: PowerBelts
- Replies: 14
- Views: 15058
Re: PowerBelts
New version uploaded!
- Fri May 22, 2015 3:25 pm
- Forum: Mods
- Topic: PowerBelts
- Replies: 14
- Views: 15058
Re: PowerBelts
This looks pretty neat! :D I have kind of wanted belts to actually take power for a long time, and finally they can! If ya don't mind, I think I will do a mod spotlight on this in the next couple of days. :) Definitely keep the updates coming, I look forward to using the mod. Sure, you're more than...
- Fri May 22, 2015 12:01 pm
- Forum: Mods
- Topic: PowerBelts
- Replies: 14
- Views: 15058
Re: PowerBelts
Love this idea, can't wait to try it out! Congrats on the release - I've seen this mod in WIP a couple of times :) Yep, first mod, had a lot of questions :lol: If your looking for graphics, make a request in contributions/texture packs and hopefully someone can assist. That's what its there for ;) ...
- Fri May 22, 2015 11:26 am
- Forum: Mods
- Topic: PowerBelts
- Replies: 14
- Views: 15058
PowerBelts
Introducing my first mod, PowerBelts! Now, your belts are no longer perpetual motion machines, but obey the laws of physics and energy conservation (or as much as that happens in Factorio, anyway). Welcoming feedback, bug reports, ideas. v0.3.1: (Released 23/5/2015) News: - Yay splitters! Splitters ...
- Fri May 22, 2015 10:08 am
- Forum: Mods
- Topic: PowerBelts 0.1.1 [Fac 0.11.22]
- Replies: 3
- Views: 2959
Re: PowerBelts 0.1.1 [Fac 0.11.22]
EN: Well, as I said I was looking forward to this mod, however it has many shortcomings : first mover for the conveyor operates only on land pipeline and underground remains unchanged, and secondly due to the fact that the mover does not act on underground conveyors, we have to put have to put it f...
- Wed May 20, 2015 6:38 pm
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 4261
Re: Making belt prototype consume power
... Belts can be deactivated - I've already got that working in my proof of concept. My major headache is with getting them to consume power. You could look at how I implemented power usage for the chests in my "Compression Chests" mod - it's not perfect but it works great for the purpose...
- Wed May 20, 2015 5:16 pm
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 4261
Re: Making belt prototype consume power
It's not currently possible to make belts use power through the prototype - the belt entity doesn't support it. Yeah, I thought so. Thanks anyway for confirming. You could possibly do it through scripting but it wouldn't be efficient by any means. Just for me to learn - how would I do that? You cou...
- Wed May 20, 2015 3:47 pm
- Forum: Modding help
- Topic: Variable power usage
- Replies: 6
- Views: 2263
Re: Variable power usage
Quoting from the wiki here, ( https://forums.factorio.com/wiki/index.php?title=Modding_overview ) Changing existing definitions: data.raw.ammo["piercing-bullet-magazine"].magazine_size = 20 Or in your case, something like this? data.raw.assembling-machine["assembling-machine-2"]...
- Wed May 20, 2015 3:29 pm
- Forum: Modding help
- Topic: Variable power usage
- Replies: 6
- Views: 2263
Re: Variable power usage
Oh sorry, I wasn't clear enough. Is there any way to change the energy usage dynamically, ingame?FishSandwich wrote:entities.lua"for example".Code: Select all
energy_usage = "150kW",
- Wed May 20, 2015 3:09 pm
- Forum: Modding help
- Topic: Variable power usage
- Replies: 6
- Views: 2263
Variable power usage
Is there any way to change the amount of energy being used by a building?
- Wed May 20, 2015 11:43 am
- Forum: Modding help
- Topic: First Mod Help
- Replies: 2
- Views: 978
- Wed May 20, 2015 9:49 am
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 4261
Re: Making belt prototype consume power
Yeah, I thought so. Thanks anyway for confirming.Rseding91 wrote:It's not currently possible to make belts use power through the prototype - the belt entity doesn't support it.
Just for me to learn - how would I do that?Rseding91 wrote:You could possibly do it through scripting but it wouldn't be efficient by any means.
- Wed May 20, 2015 7:01 am
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 4261
Re: Making belt prototype consume power
I'm trying to create a custom transport belt entity that will draw power from the grid. But I've had no luck so far with getting the belt to connect to the grid. Can anybody advise? I don't understand, yours belts are using electricity but you need connect eeeevery belt with a pole? --snip-- I thou...
- Tue May 19, 2015 11:50 pm
- Forum: Modding help
- Topic: Making belt prototype consume power
- Replies: 12
- Views: 4261
Re: Making belt prototype consume power
Hi! I'm trying to create a custom transport belt entity that will draw power from the grid. But I've had no luck so far with getting the belt to connect to the grid. Can anybody advise? Possibly something like this in the entity code, not tested though so I can't say for certain: energy_source = { ...
- Tue May 19, 2015 11:31 pm
- Forum: Won't implement
- Topic: Energy Usage
- Replies: 0
- Views: 2278
Energy Usage
Can we make it possible to change the energy usage of an entity (or in some cases, whether they use energy or not!). This would be really helpful in cases where we want the energy usage of the entity to depend on the situation they're undergoing. E.g. teleporters using more energy for long distance ...
- Tue May 19, 2015 10:49 pm
- Forum: Modding help
- Topic: Modding help - How do I read/write the data table?
- Replies: 6
- Views: 3275
Re: Modding help - How do I read/write the data table?
Oh.. is there any way to READ the raw data? game.entityprototypes have all entity prototipes. Or if you have the entity (in onbuildentity for example), can call [entity].prototype, isn't like raw data, but is the best option for now, i think. What operations/methods are available for me on the prot...
- Tue May 19, 2015 7:48 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Transport belt consume energy
- Replies: 10
- Views: 9295
Re: [Request] Transport belt consume energy
I liked the idea, so I messed around a bit and came up with a proof of concept. Let me know what you think!
https://forums.factorio.com/forum/vie ... 32&t=12429
https://forums.factorio.com/forum/vie ... 32&t=12429
- Tue May 19, 2015 7:42 pm
- Forum: Mods
- Topic: PowerBelts 0.1.1 [Fac 0.11.22]
- Replies: 3
- Views: 2959
PowerBelts 0.1.1 [Fac 0.11.22]
PowerBelts is a mod that will require belts to draw power in order to run. You won't have to electrify your entire belt, but place a single motivator belt at the head of your line to activate the entire thing. I've created a proof-of-concept mod, and will be updating this soon. I'm currently looking...