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Re: Mod changes in 0.13
Posted: Tue Jun 28, 2016 10:58 pm
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?
Re: Mod changes in 0.13
Posted: Wed Jun 29, 2016 12:44 am
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.
Re: Mod changes in 0.13
Posted: Wed Jun 29, 2016 6:43 am
by binbinhfr
...
Re: Mod changes in 0.13
Posted: Wed Jun 29, 2016 9:39 am
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
Re: Mod changes in 0.13
Posted: Wed Jun 29, 2016 9:44 am
by binbinhfr
Re: Mod changes in 0.13
Posted: Wed Jun 29, 2016 10:17 am
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...)
Re: Mod changes in 0.13
Posted: Sun Jul 03, 2016 10:57 pm
by bobingabout
Are there any examples around on how to use "electric-energy-interface"?
Re: Mod changes in 0.13
Posted: Sun Jul 03, 2016 11:05 pm
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
Re: Mod changes in 0.13
Posted: Sun Jul 03, 2016 11:44 pm
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

Re: Mod changes in 0.13
Posted: Sun Jul 03, 2016 11:53 pm
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

Re: Mod changes in 0.13
Posted: Thu Jul 07, 2016 3:01 pm
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.
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 11:19 am
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.
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 11:38 am
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
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 11:48 am
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
}
}
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 12:19 pm
by Nexela
Looks like someones mod needs an update.
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 12:43 pm
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.
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 1:01 pm
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.
Re: Mod changes in 0.13
Posted: Sat Jul 09, 2016 2:47 pm
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.
Re: Mod changes in 0.13
Posted: Sun Jul 10, 2016 12:29 pm
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
Re: Mod changes in 0.13
Posted: Sun Jul 24, 2016 2:19 pm
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?