Mod changes in 0.13

Place to post guides, observations, things related to modding that are not mods themselves.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Mod changes in 0.13

Post by bobingabout »

Added modifiers to the character entity that stack with the force research bonuses but are unique to the character: character_crafting_speed_modifier, character_mining_speed_modifier,
character_running_speed_modifier, character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus, character_resource_reach_distance_bonus,
character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus, quickbar_count_bonus, character_inventory_slots_bonus, character_logistic_slot_count_bonus,
character_trash_slot_count_bonus, character_maximum_following_robot_count_bonus, character_health_bonus
I heard these modify the charactor, seperate from reasearch. where exactly would you use these?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: Mod changes in 0.13

Post by Supercheese »

bobingabout wrote:
Added modifiers to the character entity that stack with the force research bonuses but are unique to the character: character_crafting_speed_modifier, character_mining_speed_modifier,
character_running_speed_modifier, character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus, character_resource_reach_distance_bonus,
character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus, quickbar_count_bonus, character_inventory_slots_bonus, character_logistic_slot_count_bonus,
character_trash_slot_count_bonus, character_maximum_following_robot_count_bonus, character_health_bonus
I heard these modify the charactor, seperate from reasearch. where exactly would you use these?
Perhaps to temporarily immobilize/disable/restrict a character in certain situations.
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: Mod changes in 0.13

Post by binbinhfr »

...
Last edited by binbinhfr on Wed Jun 29, 2016 10:46 am, edited 2 times in total.
My mods on the Factorio Mod Portal :geek:
Rseding91
Factorio Staff
Factorio Staff
Posts: 14363
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Mod changes in 0.13

Post by Rseding91 »

bobingabout wrote:
Added modifiers to the character entity that stack with the force research bonuses but are unique to the character: character_crafting_speed_modifier, character_mining_speed_modifier,
character_running_speed_modifier, character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus, character_resource_reach_distance_bonus,
character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus, quickbar_count_bonus, character_inventory_slots_bonus, character_logistic_slot_count_bonus,
character_trash_slot_count_bonus, character_maximum_following_robot_count_bonus, character_health_bonus
I heard these modify the charactor, seperate from reasearch. where exactly would you use these?
LuaPlayer: http://lua-api.factorio.com/0.13.0/LuaP ... d_modifier
If you want to get ahold of me I'm almost always on Discord.
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: Mod changes in 0.13

Post by binbinhfr »

My mods on the Factorio Mod Portal :geek:
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: Mod changes in 0.13

Post by binbinhfr »

About this character_running_speed_modifier , it seems to be an additive/substractive modifier (?), and not a multiplicative one (when it is equal to 0, it has no effect). So, to use it efficiently on temporary changes (especially if i want to slow down the character), it would be nice to know the current max running speed of the character. But I cannot figure out how to do it. Nothing on EntityPrototype. An idea Rseding ?

Edit : character_running_speed_modifier seems to be additive on a multiplier modifier.
when -1, the character has no speed, -0.5 half speed, 0 the normal speed, 1 double speed, etc....

But i would still like to know the basic maximum running speed of my character... (with exoskel, etc...)
My mods on the Factorio Mod Portal :geek:
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Mod changes in 0.13

Post by bobingabout »

Are there any examples around on how to use "electric-energy-interface"?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: Mod changes in 0.13

Post by binbinhfr »

bobingabout wrote:Are there any examples around on how to use "electric-energy-interface"?
I used it in my Electric Void mod, to create a big producer and a big consumer for testing purpose.
viewtopic.php?f=93&t=23735
My mods on the Factorio Mod Portal :geek:
Rseding91
Factorio Staff
Factorio Staff
Posts: 14363
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Mod changes in 0.13

Post by Rseding91 »

bobingabout wrote:Are there any examples around on how to use "electric-energy-interface"?
I've been meaning to write some examples and put them on the wiki but I keep getting distracted fixing bugs :)
If you want to get ahold of me I'm almost always on Discord.
Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: Mod changes in 0.13

Post by Supercheese »

Rseding91 wrote:I've been meaning to write some examples and put them on the wiki but I keep getting distracted fixing bugs :)
Fixing bugs >> fixing wiki :)
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Mod changes in 0.13

Post by bobingabout »

Just as a point of interest.
transport-belt-to-ground was renamed to underground-belt
pipe-to-ground was not renamed to underground-pipe.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
BAndrisHuN
Burner Inserter
Burner Inserter
Posts: 17
Joined: Thu Jun 30, 2016 10:08 pm
Contact:

Re: Mod changes in 0.13

Post by BAndrisHuN »

Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus, deconstruction-time-to-live, character-health-bonus
Does anyone know how to use these, because i tried adding a research for the mining speed, similar to the lab speed that is already in game, but it did not work.
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5290
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Mod changes in 0.13

Post by Klonan »

BAndrisHuN wrote:
Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus, deconstruction-time-to-live, character-health-bonus
Does anyone know how to use these, because i tried adding a research for the mining speed, similar to the lab speed that is already in game, but it did not work.
Something like how this mod does it: https://mods.factorio.com/mods/Klonan/C ... d_Research
Rseding91
Factorio Staff
Factorio Staff
Posts: 14363
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Mod changes in 0.13

Post by Rseding91 »

Klonan wrote:
BAndrisHuN wrote:
Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus, deconstruction-time-to-live, character-health-bonus
Does anyone know how to use these, because i tried adding a research for the mining speed, similar to the lab speed that is already in game, but it did not work.
Something like how this mod does it: https://mods.factorio.com/mods/Klonan/C ... d_Research
You mean... the completely incorrect way to do it?

All you have to do is delete the control.lua in your mod and add the proper effect type to the research so it applies it automatically:

Code: Select all

effects =
    {
      {
        type = "character-crafting-speed",
        modifier = 0.1
      }
    }
If you want to get ahold of me I'm almost always on Discord.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: Mod changes in 0.13

Post by Nexela »

Looks like someones mod needs an update.
BAndrisHuN
Burner Inserter
Burner Inserter
Posts: 17
Joined: Thu Jun 30, 2016 10:08 pm
Contact:

Re: Mod changes in 0.13

Post by BAndrisHuN »

Rseding91 wrote:
Klonan wrote:
BAndrisHuN wrote:
Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus, deconstruction-time-to-live, character-health-bonus
Does anyone know how to use these, because i tried adding a research for the mining speed, similar to the lab speed that is already in game, but it did not work.
Something like how this mod does it: https://mods.factorio.com/mods/Klonan/C ... d_Research
You mean... the completely incorrect way to do it?

All you have to do is delete the control.lua in your mod and add the proper effect type to the research so it applies it automatically:

Code: Select all

effects =
    {
      {
        type = "character-crafting-speed",
        modifier = 0.1
      }
    }
Thats what i tried but it doesnt work.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14363
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Mod changes in 0.13

Post by Rseding91 »

BAndrisHuN wrote:Thats what i tried but it doesnt work.
What doesn't work about it? I just tested it and it works perfectly for me.
If you want to get ahold of me I'm almost always on Discord.
BAndrisHuN
Burner Inserter
Burner Inserter
Posts: 17
Joined: Thu Jun 30, 2016 10:08 pm
Contact:

Re: Mod changes in 0.13

Post by BAndrisHuN »

Rseding91 wrote:
BAndrisHuN wrote:Thats what i tried but it doesnt work.
What doesn't work about it? I just tested it and it works perfectly for me.
I have no idea. This is the second mod i tried to do (btw i dont know lua). I fixed all the errors it gave but it doesnt change neither the mining speed, nor the crafting speed after i researched it.
BAndrisHuN
Burner Inserter
Burner Inserter
Posts: 17
Joined: Thu Jun 30, 2016 10:08 pm
Contact:

Re: Mod changes in 0.13

Post by BAndrisHuN »

Finally it is working, and i think the problem was that i was on 0.13.3 because after i updated to 0.13.6 it worked. So here is my mod: viewtopic.php?f=92&t=28690
badkraft
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sun Jul 24, 2016 2:14 pm
Contact:

Re: Mod changes in 0.13

Post by badkraft »

Rseding91 wrote:
Schorty wrote:Why are my Mods saying, that they are for Version 0.12 and therefor not compatible with the current version of the game? I get this message in the mods menu ingame. What do I have to do, to change this?
Add the tag to the info.json: "factorio_version":"0.13" indicating the mod works with that version.

Can this be updated in the modding tut?
Post Reply

Return to “Modding discussion”