Search found 1266 matches
- Mon Feb 09, 2015 8:55 pm
- Forum: Modding help
- Topic: Technology/Research Unlocks
- Replies: 4
- Views: 3603
Re: Technology/Research Unlocks
Yes, you'd want to do that in the data.lua (or other staged variant). the other staged variants are data-updates.lua and data-final-fixes.lua (loaded in that order, they mostly allow not specifying as many optional dependencies for other mods). Also you'd want to make sure that if someone adds the ...
- Mon Feb 09, 2015 7:49 pm
- Forum: Modding help
- Topic: Modding radar areas - how to change active area
- Replies: 4
- Views: 1940
Re: Modding radar areas - how to change active area
A huge area radar that only uncovers in the first place It wouldn't be just the first place if you used the ontick event to add energy or setup some other way for them to continuously receive power. Would it be possible to reduce the energy needed per sector scan to something miniscule (1kJ, for ex...
- Mon Feb 09, 2015 6:42 pm
- Forum: Modding help
- Topic: Modding radar areas - how to change active area
- Replies: 4
- Views: 1940
Re: Modding radar areas - how to change active area
Unfortunately, the area that the radar scans constantly and allows you to see all active entities within, does not increase and I cannot find anything within the base game files to do with how wide an area the radar can see... So how would I go about modding that area? Unfortunately that is current...
- Sat Feb 07, 2015 6:40 am
- Forum: Modding help
- Topic: Wiki tutorial by FreeER
- Replies: 32
- Views: 28254
Re: Wiki tutorial by FreeER
May someone help me? First the tutorial isn't quite updated to 11 yet (mainly the car prototype used by the bomber has changed), look a couple posts up and you'll see a zip of the partial update (graphics haven't been redone yet). Second, what you posted would indicate an issue with Factorio itself...
- Sat Feb 07, 2015 12:15 am
- Forum: Modding help
- Topic: Option/Method for rotated Assembly-Animation ?
- Replies: 4
- Views: 1853
Re: Option/Method for rotated Assembly-Animation ?
You can specify directions in assembling-machine animations just like you can the mining-drill animation. Factorio checks the animation table for a 'north' table, if it doesn't find one it uses the given animation for all four directions. The same happens if you give the north animation table, it wi...
- Fri Feb 06, 2015 11:48 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 48510
Re: [0.11.x] Belt Utilities
As kovarex's post added migration code and removed control.lua According to this comment by kovarex: not only because it should move the technologies table into local variable, so it doesn't create the full table of technologies objects for every j.technologies["something"] This would be ...
- Fri Feb 06, 2015 5:59 pm
- Forum: Modding help
- Topic: Detecting trains on the track
- Replies: 1
- Views: 1624
Re: Detecting trains on the track
The signal entity itself just defines that it's type is "rail-signal", but I haven't been able to find anything defining that type anywhere. All actual types are in the C++ code, so that would explain why you can't find anything. Perhaps the best option here would be using findentitiesfil...
- Thu Feb 05, 2015 3:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Jetpack Mod
- Replies: 5
- Views: 4220
Re: Jetpack Mod
Please make a Jetpack mod that allows the player to fly. Maybe as modular armour module or similar. Should either use fuel or energy etc. The wiki modding tutorial adds a 'bomber', admittedly it's a bit out of date now but there's a somewhat working-ish version here (if you consider using a car as ...
- Thu Feb 05, 2015 2:55 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Miniaturization
- Replies: 13
- Views: 16450
Re: [MOD 0.11.x] Miniaturization
(assembling-machine): No such node (width) Modifications: Miniaturization frame_width and frame_height changed to width and height in 11.8, for consistency with sprites, should just be a matter of using find/replace in the prototype files (notepad++ can do all files in a directory, and sub-director...
- Thu Feb 05, 2015 2:13 am
- Forum: Modding help
- Topic: about modding : new tutorials
- Replies: 7
- Views: 4196
Re: about modding : new tutorials
Nice work, you should place these on the wiki so they can be found easily later (also you can split them up more easily into relevant sections) :P A few things I'd like to mention in the first code block you initialize glob.var and var to "a" not to "" as you show later the first...
- Tue Feb 03, 2015 11:04 pm
- Forum: Implemented mod requests
- Topic: [Request]Access to entity properties from control code
- Replies: 4
- Views: 6749
Re: [Request]Access to entity properties from control code
I'm not sure if you know about this, but you can use the game.entityprototypes table to access properties of entity prototypes from control.lua. Not everything is there though (try game.player.print(game.entityprototypes['stone-furnace'].help()) ), but yes it's good to know; if you have an entity r...
- Tue Feb 03, 2015 4:10 am
- Forum: Mods
- Topic: [0.11.x] Stamina (multiplayer compatible)
- Replies: 12
- Views: 14383
Re: [0.11.x] Stamina (multiplayer compatible)
nice mod idea :) One: if you log out of a MP server while crafting, your character will continue to lose health while offline and when you log back in you may be dead. How is that a bug? Isn't it kind of the point that if you keep crafting you will die? lol. Beyond that it's probably because MP play...
- Mon Feb 02, 2015 7:11 pm
- Forum: Modding help
- Topic: Entity without name?
- Replies: 2
- Views: 1232
Re: Entity without name?
i check if the entity exist To be technical (and programming is ALL about technicalities), you check that the reference to an entity exists with "blood .entity ~= nil" and a couple lines down with "if blood .entity then" but you never check that the entity that reference is for ...
- Mon Feb 02, 2015 1:23 am
- Forum: Modding help
- Topic: onload with multiplayer
- Replies: 3
- Views: 1664
Re: onload with multiplayer
if you use player.name, i think you need to know if player.name was set hm... I'm going to go out on a limb and assume that people playing in multiplayer will set a name...I didn't want to use the playerindex because I assume those could change as players leave (after game.removeofflineplayers is c...
- Sun Feb 01, 2015 9:26 pm
- Forum: Modding help
- Topic: onload with multiplayer
- Replies: 3
- Views: 1664
onload with multiplayer
so I updated the Time Display mod for multiplayer (with some help from FishSandwich) and as briefly mentioned in an edit on the third page I encountered an issue with game.onload not having a list of players, I kind of assume this is actually to be expected to some extent though I also assume this w...
- Sun Feb 01, 2015 9:18 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29909
Re: [MOD 0.10.x] Time Display - v1.0.0
try removing the game.onsave code so that the gui isn't removed That worked. Thanks FreeER. :D Glad I could help :P Sorry it took so long :lol: For everyone who comes across this here's the download link with all of the changes made (all the previous ones I posted should work too, but people tend t...
- Sun Feb 01, 2015 9:03 pm
- Forum: Ideas and Requests For Mods
- Topic: Recycle Center | Sorter
- Replies: 1
- Views: 1717
- Sun Feb 01, 2015 5:06 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29909
Re: [MOD 0.10.x] Time Display - v1.0.0
Okay so, it works fine when I use the remote.call, but after a few seconds the clock disappears again. I was afraid that might happen, onsave it's setup to remove the gui (so that if the mod is removed it doesn't leave the gui behind with no way to remove it except manual game commands), if onload ...
- Sun Feb 01, 2015 4:20 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29909
Re: [MOD 0.10.x] Time Display - v1.0.0
Hmm, no error, no crash, but the clock doesn't show on MP saves. :/ Edit: Works on new games created in multiplayer. Right... I thought about that as soon as I made made the post and tried to change it before anyone noticed :lol: just to make sure this is line 159 of the one I first did if glob[pla...
- Sun Feb 01, 2015 3:34 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29909
Re: [MOD 0.10.x] Time Display - v1.0.0
New error, both MP and SP maps. :( Hm, I didn't encounter that myself... I added a couple checks for what I assume happened there (that ontick got called when there was a player without any TD settings, not much else could happen there but I wouldn't have expected that since default settings are ap...