Search found 337 matches
- Mon Jan 30, 2017 7:27 am
- Forum: Modding help
- Topic: entity that fires event when clicked
- Replies: 6
- Views: 1816
Re: entity that fires event when clicked
I'm looking for a way to spawn a GUI piece when an entity is clicked. Ways I thought of: hotkey for mouse-1, and then see what is below the cursor(but I can't do that, see what is under the cursor) create any entity that creates a GUI, detect that with player.opened and destroy the gui from the ent...
- Mon Jan 30, 2017 7:26 am
- Forum: Modding help
- Topic: entity that fires event when clicked
- Replies: 6
- Views: 1816
Re: entity that fires event when clicked
That should work, thanks a lot!Adil wrote:You can check player.selected.matjojo wrote:hotkey for mouse-1, and then see what is below the cursor(but I can't do that, see what is under the cursor)
I do that except I bind all my custom inputs for gui to shift-E.
- Mon Jan 30, 2017 7:26 am
- Forum: Modding help
- Topic: entity that fires event when clicked
- Replies: 6
- Views: 1816
Re: entity that fires event when clicked
DaveMcW wrote:The normal way is to put an item with type="selection-tool" in your cursor. See "Test mode" mod for example.
Nah, that is not it. Not a clicked item but a clicked entity. Thanks anyway.
- Sun Jan 29, 2017 7:38 pm
- Forum: Modding help
- Topic: entity that fires event when clicked
- Replies: 6
- Views: 1816
entity that fires event when clicked
I'm looking for a way to spawn a GUI piece when an entity is clicked. Ways I thought of: hotkey for mouse-1, and then see what is below the cursor(but I can't do that, see what is under the cursor) create any entity that creates a GUI, detect that with player.opened and destroy the gui from the enti...
- Sun Jan 29, 2017 6:16 pm
- Forum: Modding help
- Topic: Detect right and middle click
- Replies: 1
- Views: 713
Re: Detect right and middle click
you could, make a hotkey event that fires on middle click, and then check if the on_gui_click event was within one or two ticks away from that one? you should test what the order is these get fired in and whether that is consistent. but it sounds do-able.
- Sun Jan 29, 2017 3:26 pm
- Forum: Not a bug
- Topic: [0.14.21] Energy usage has to be positive when it is 0
- Replies: 1
- Views: 763
[0.14.21] Energy usage has to be positive when it is 0
As the title says, when the energy usage is set to "0kW" the error message says it has to be positive.
Really Really minor, but still.
steps to reproduce:
add a new entity that uses energy(like assembling machine)
set node energy_usage to "0kW"
launch game
see error
Really Really minor, but still.
steps to reproduce:
add a new entity that uses energy(like assembling machine)
set node energy_usage to "0kW"
launch game
see error
- Fri Jan 27, 2017 9:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] unexpected error on log()empty entity.neigbours
- Replies: 4
- Views: 1798
Re: [0.14.21] unexpected error on log()empty entity.neigbours
Rseding91 wrote:I fixed the crash-to-desktop for 0.15 but you can't log(neighbours). It's a table of LuaEntity and LuaEntity is not convertible to a string so it fails and will just error out with a message saying you gave it an invalid string.
sweet, thanks for fixing and the heads-up.
- Fri Jan 27, 2017 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] unexpected error on log()empty entity.neigbours
- Replies: 4
- Views: 1798
Re: [0.14.21] unexpected error on log()empty entity.neigbours
I don't think that code you posted caused the issue. Cause of the issue is lited here: 2597.129 Error MainLoop.cpp:788: Exception at tick 329: Error while running event on_built_entity (ID 6) __TibiaVectura__/control.lua:31: attempt to index field 'entity' (a nil value) Code excerpt you posted seem...
- Fri Jan 27, 2017 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] unexpected error on log()empty entity.neigbours
- Replies: 4
- Views: 1798
[0.14.21] unexpected error on log()empty entity.neigbours
Tried to log() the entity.neighbours of a free pipe, game crashed. script.on_event(defines.events.on_built_entity, function(event) if event.created_entity.name == "TibiaVectura" or event.created_entity.name == "TibiaVecturaUnderGround" then if not global.Tibia then global.Tibia =...
- Wed Jan 25, 2017 4:20 pm
- Forum: Modding help
- Topic: [solved]What is the entity icon for?
- Replies: 1
- Views: 671
[solved]What is the entity icon for?
Making a new entity I saw the entity icon node. I changed it around a bit, but I never actually saw anything changing, anyone know what uses it?
- Fri Jan 13, 2017 6:25 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 79629
Re: Friday Facts #173 - Nuclear stuff is almost done
are those the new HD steam engines? they look a lot blue-er than the old ones to me?
- Thu Jan 12, 2017 4:38 pm
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69382
Re: How did you discover Factorio?
it was at the time that I bought it already a budget laptop, and it had an old AMD processor with it's IGPU in it. If you feel like that is potato, take a look at /r/lowendgamingkinnom wrote:that was one potato of a laptopmatjojo wrote:my old laptop would not run it
- Thu Jan 12, 2017 4:33 pm
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69382
Re: How did you discover Factorio?
Originally from the gameplay direwolf20 did with soaryn. I saw it, my old laptop would not run it, but the seed was planted, a while later I got a new latop, and one of the first games I installed was factorio.
- Thu Jan 12, 2017 3:35 pm
- Forum: Modding help
- Topic: I want to help!
- Replies: 5
- Views: 1774
Re: I want to help!
like articulating said, there are things to do in the Ideas and Requests For Mods board, take a look to see if you find anything interesting.
- Wed Jan 11, 2017 5:11 pm
- Forum: Modding help
- Topic: Inconsistent recipes
- Replies: 11
- Views: 2449
Re: Inconsistent recipes
when testing I'd say it's handy to make a hotkey that points to the things you want to reset when loading the map
- Mon Jan 09, 2017 1:32 pm
- Forum: Modding help
- Topic: Deconstructing (via bots) entities that give multiple items
- Replies: 3
- Views: 1168
Re: Deconstructing (via bots) entities that give multiple items
this sounds like a bug to me if the items are not spilled on the ground, as there are just items disappearing.
- Fri Jan 06, 2017 3:32 pm
- Forum: Technical Help
- Topic: [.14.21]Couldn't establish network communication with server
- Replies: 1
- Views: 1280
[.14.21]Couldn't establish network communication with server
Whilst trying to join Arumba's modded online game I get the same error every time; Couldn't establish network communication with server. Below are from trying to join the mp-game using the matching-server.(Is that the correct name?) Log file: 0.004 2017-01-06 16:24:30; Factorio 0.14.21 (build 25327,...
- Wed Dec 21, 2016 8:43 pm
- Forum: Modding help
- Topic: [fixed][14.21]Error: Unit prototype required but missing.
- Replies: 4
- Views: 1157
Re: [14.21]Error: Unit prototype required but missing.
demo-entities only found this line which is not it: function make_unit_melee_ammo_type(damagevalue) but your idea is a smart one, I'll see how NPP likes opening all those files. I really should have thought about that on my own instead of opening the files one by one. as for the enemies, I can find ...
- Wed Dec 21, 2016 7:18 pm
- Forum: Modding help
- Topic: [fixed][14.21]Error: Unit prototype required but missing.
- Replies: 4
- Views: 1157
[fixed][14.21]Error: Unit prototype required but missing.
Still working on a base replacement, and an error has popped up I can't figure out. Error: Unit prototype required but missing. Unit prototype? I have literally no idea what this might mean, I'm in the process of indexing all the game files to allow me to search through them, but that is taking ages...
- Tue Dec 20, 2016 9:47 am
- Forum: Modding help
- Topic: forbi construction of signal rails
- Replies: 4
- Views: 1306
Re: forbi construction of signal rails
yes, if I understand correctly you need to add a new collision_mask in the data-loading phase of startup. Look in the game files for where and how this is done, call it something like special-signal-denied, and make the base rails and your signals collide with it by adding it to the data.raw table i...