Search found 344 matches

by kiba
Wed Aug 03, 2016 12:02 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 2752

Re: HIdden Entities and Such

Adil wrote:You don't need an item for entity and under no condition you are forced to have a recipe for an item.
Remove "-placeabe" flags from entity definition.
I removed all the flags, it's still complaining about the lack of item.
by kiba
Mon Aug 01, 2016 4:01 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 2752

Re: HIdden Entities and Such

These are not yet documented, so my guess would be similar to yours, but it is intuitively wrong to have that number zero. They are documented. I read it in the wiki, but I still don't understand what it means. All prototype alterations require game reboot to take place. (Or fiddling with migration...
by kiba
Sat Jul 30, 2016 10:57 pm
Forum: Releases
Topic: Version 0.13.13
Replies: 12
Views: 15128

Re: Version 0.13.13

Seems like with every release, the modding API gets bigger. I like!
by kiba
Sat Jul 30, 2016 12:31 am
Forum: Mod portal Discussion
Topic: Unable to use Mod Portal since 0.13.10
Replies: 5
Views: 1685

Re: Unable to use Mod Portal since 0.13.10

It's a known problem that is being worked on. As a workaround you can download them directly from https://mods.factorio.com and put them in the mods folder manually. Known issue? Occasionally, mods.factorio.com goes down too. I get the same error as well, which makes me assume that the portal is ge...
by kiba
Sat Jul 30, 2016 12:29 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 2752

Re: HIdden Entities and Such

Figured out how to resize the selection box, though it required me to restart factorio, which really slowed development down.

Now, I am wondering why it's not showing me 'not powered' errors.
by kiba
Fri Jul 29, 2016 3:50 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33952

Re: [MOD 0.13.x]MagneticFloor 0.1.3

Nexela wrote:I would love try it out but I am OCD about my GUI and that text button looks huge and horrendous. If it was more like upgrade planner/autotrash's buttons then I would give it a go :)
You want horrendous gfx for the button too? I am terrible at art.
by kiba
Fri Jul 29, 2016 2:19 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33952

Re: [MOD 0.13.x]MagneticFloor 0.1.2

Progress Report for 0.1.4:

The accumulator for the accelerator are coming along nicely! :D

Still no cool gfx for the accelerators or the arrows, unfortunately. :| There's a severe shortage of artists.

Also, I have yet to see anybody using my mod in the wild. :cry:
by kiba
Fri Jul 29, 2016 12:45 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 2752

Re: HIdden Entities and Such

Why is line_length = 0 ? Did you try 1 there? I don't understand what line_length, even after reading the documentation. Is it about loading how many images on a single width? Also, there's crop-cache.dat file in the game folder, I remember deleting that in the past to solve the problems, that seem...
by kiba
Thu Jul 28, 2016 4:17 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 2752

Re: HIdden Entities and Such

You don't need an item for entity and under no condition you are forced to have a recipe for an item. Remove "-placeabe" flags from entity definition. You need to specify a custom collision_mask, as a field in entity prototype, for example an empty one, like the plane mods do. The "s...
by kiba
Wed Jul 27, 2016 2:47 am
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 2752

HIdden Entities and Such

I am trying to implement an accumulator charger entity to complement the tile I made for my mod. Basically, every tick, it check for the tile that the player is currently on, and based on the tile's name, it will do things. I am implementing an accumulator charger entity that goes with this. So ever...
by kiba
Tue Jul 26, 2016 4:07 pm
Forum: Modding help
Topic: Ipairs don't work?
Replies: 8
Views: 1536

Re: Ipairs don't work?

The Lua API documentation is fine for what it does, but it's neither a tutorial nor a FAQ.

I would have never thought about custom table and such.
by kiba
Mon Jul 25, 2016 10:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3708
Views: 741564

Re: Bugs & FAQ

makapse wrote:are you on a mac kiba? It has got a problem with the animated icons and angel is going to redo all the icons after his exam, i think.

The only icons you should be having trouble with are the alien artifacts,ore processor and hydro plant,i think.
Yes, I am on a mac.
by kiba
Mon Jul 25, 2016 9:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3708
Views: 741564

Re: Bugs & FAQ

Anybody got weird glitchy icons?
by kiba
Fri Jul 22, 2016 10:34 pm
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 32250

Re: Version 0.13.10

Added --mod-directory: Specifies which mod directory to use
YESSSSS! I can remove the drudgery and error prone process of switching from development directory to actual mod directory I am using.
by kiba
Fri Jul 22, 2016 4:30 pm
Forum: Modding help
Topic: condition size of tiles
Replies: 6
Views: 1092

Re: condition size of tiles

Ranakastrasz wrote:????

I must not understand what you are talking about.
I want the placement size to be one for certain tiles, not force the players to adjust the placement size.
by kiba
Fri Jul 22, 2016 3:07 pm
Forum: Modding help
Topic: condition size of tiles
Replies: 6
Views: 1092

Re: condition size of tiles

Ranakastrasz wrote:Use the plus and minus hotkeys to alter the placement size.
I want to set the default for placement size.
by kiba
Fri Jul 22, 2016 1:56 pm
Forum: Modding help
Topic: condition size of tiles
Replies: 6
Views: 1092

condition size of tiles

I tried setting the condition size of placable tile to one, but it's still four, not one. Any idea?
by kiba
Thu Jul 21, 2016 9:50 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 34948

Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.5.1

Your standard library's logging tool saved my butt. Thank you. :D

I still haven't learned the rest of your library yet, but it will do for now.
by kiba
Wed Jul 20, 2016 1:49 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33952

Re: [MOD 0.13.x]MagneticFloor 0.1.2

0.1.3 released with bugfix for a crash when loading a savefile where previously the mod is not loaded.
by kiba
Tue Jul 19, 2016 5:18 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 33952

Re: [MOD 0.13.x]MagneticFloor 0.1.2

Well, I will be using it for my megabase. In addition to the maglev floor I'm going to but blue belt on it for extra speed. (is that possible with this mod? Haven't had a chance to try) Blue belt should work. It's an exploit, but it's the kind that I don't know how to yet work around. When it's pos...

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