Search found 1266 matches
- Sun Jan 25, 2015 8:54 pm
- Forum: Modding help
- Topic: Is It Possible to Change the Player Starting Equipment?
- Replies: 9
- Views: 7022
Re: Is It Possible to Change the Player Starting Equipment?
i think starting items from base factorio should be in inventory when your mod defines.events.onplayercreated is called, so you could check player inventory and delete them if they are there. From what I've seen this is the case, you can use require "defines" game.onevent(defines.events.o...
- Sun Jan 25, 2015 8:24 pm
- Forum: Modding help
- Topic: GFX for Entity Showing Up Broken In-Game?
- Replies: 2
- Views: 1414
Re: GFX for Entity Showing Up Broken In-Game?
Also, try deleteing the "crop-cache.dat" file within the Factorio directory, it tends to cause occasional issues when images get changed (such as during modding)
- Sun Jan 25, 2015 5:35 pm
- Forum: Modding help
- Topic: How Do I Delete a Recipe or Item From Vanilla?
- Replies: 11
- Views: 9812
Re: How Do I Delete a Recipe or Item From Vanilla?
I attempted this and it won't recognize stone.furnace? "stone.furnace"? not sure where you got that from :) the entity would be data.raw.furnace["stone-furnace"] , the recipe would be data.raw.recipe["stone-furnace"] and the item would be data.raw.item["stone-furn...
- Sun Jan 25, 2015 4:28 pm
- Forum: Modding help
- Topic: Creating a Building That Requires No Power?
- Replies: 5
- Views: 2908
Re: Creating a Building That Requires No Power?
The previous code would add 1 energy to all created entities, to make it only target your entity you'd add an if statement checking the name like so: And yes, this would be pasted into the control.lua require "defines" -- makes defines table with events available game.onevent(defines.event...
- Sun Jan 25, 2015 3:43 pm
- Forum: Modding help
- Topic: Creating a Building That Requires No Power?
- Replies: 5
- Views: 2908
Re: Creating a Building That Requires No Power?
The way Factorio is designed in C++ most entities require power, but if you can make it require 0 power (can't remember off the top of my head if that works) then you could use control.lua to give that building 1 energy when it's created. That would satisfy it's power need (since it doesn't ever use...
- Sat Jan 24, 2015 11:39 pm
- Forum: Modding help
- Topic: Getting error on startup. "Error in assignID"
- Replies: 1
- Views: 1677
Re: Getting error on startup. "Error in assignID"
i haven't made a entity for the box That would be the logical reason for why Factorio isn't finding one :) where the entity data is for the copper item data/base/prototypes/item/demo-item.lua for the copper-ore item (used in recipes), the copper-ore resource entity (that you mine) will be in data/b...
- Fri Jan 23, 2015 11:55 pm
- Forum: Modding help
- Topic: How Do I Delete a Recipe or Item From Vanilla?
- Replies: 11
- Views: 9812
Re: How Do I Delete a Recipe or Item From Vanilla?
Sure it's possible, for the entity use data.raw.furnace["stone-furnace"] = nil data.raw is where the prototypes are stored after data:extend is done. furnace is the type of the prototype and ["stone-furnace"] is the name of the prototype, of course you'd need to do something simi...
- Fri Jan 23, 2015 11:44 pm
- Forum: Modding help
- Topic: [Updated Question] machine is running + Energy Network Value
- Replies: 2
- Views: 1343
Re: [Updated Question] machine is running + Energy Network V
The primary thing is I cannot figure out how to tell if it is crafting or not and the wiki isn't the most helpful. well, as listed on the wiki for Lua/Entity Assembling Machines you can check what recipe they have set with entity.recipe (assuming entity is a stored reference to an assembling machin...
- Fri Jan 23, 2015 11:10 pm
- Forum: Modding help
- Topic: Damage Change
- Replies: 6
- Views: 2358
Re: Damage Change
That works. However, Is there a way to refer directly to the particular branch without a for-loop? un-'named' tables are assigned to an numeric index (starting at 1). So the base rocket damage could be accessed with data.raw.projectile.rocket.action.action_delivery.target_effects[2].damage.amount a...
- Fri Jan 23, 2015 10:53 pm
- Forum: Modding help
- Topic: Flamethrower Mechanics
- Replies: 1
- Views: 1115
Re: Flamethrower Mechanics
The flamethrower creates a flame-thrower-explosion entity (specified on the flame-thrower-ammo), beyond that it's controlled by C++... You can extend the duration by tweaking the slow_down_factor on the explosion (1.5+ will lead to a definite 'chunk at unreasonable position' error, I tested up to 1....
- Fri Jan 23, 2015 9:51 pm
- Forum: Modding help
- Topic: What tools do you recommend for modding?
- Replies: 2
- Views: 1233
Re: What tools do you recommend for modding?
I use notepad++ (editor) and GIMP (image editor, same use cases as Choumiko), I've tried Blender (free 3D) but my laptop won't really render well and I don't have experience with it (also, I really don't do enough of anything to need it). As for testing, I open up Factorio and look for error message...
- Fri Jan 23, 2015 9:33 pm
- Forum: Modding help
- Topic: Fluid Prototypes
- Replies: 3
- Views: 1582
Re: Fluid Prototypes
No problem, I wasn't certain myself, so I checked for a fluid-group file (I knew there was an item-group one), didn't see one so checked the file that listed the item-groups for 'fluid' and, after seeing it there, tested by adding subgroup to a fluid
- Fri Jan 23, 2015 9:24 pm
- Forum: Modding help
- Topic: Fluid Prototypes
- Replies: 3
- Views: 1582
Re: Fluid Prototypes
It's done the same way as items (giving the fluid/item a subgroup property equal to the name of the subgroup you want it to be in, the group that the subgroup is a part of determines the specific tab and the subgroup, more specifically the subgroup's 'order' property + the item/fluid's order propert...
- Tue Jan 20, 2015 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [11.13][Modding] - car water-tile mask collides objects
- Replies: 1
- Views: 1020
[11.13][Modding] - car water-tile mask collides objects
Non-critical, potentially not a bug? Not sure when this happened since I've been away for awhile (hello again btw) but at least in v11.11 and v11.13 omitting the collision_box property no longer disables collisions (intended feature loss? I didn't see any mentions on forum). I found that setting col...
- Tue Jan 20, 2015 8:03 pm
- Forum: Modding help
- Topic: need help with fly unit
- Replies: 14
- Views: 5182
Re: need help with fly unit
basically is a unit without collision_box and without collision_mask. I noticed when I started updating the wiki tutorial to v11 that simply leaving out the collision_box didn't work (it still collided). Adding an empty collision mask property via collision_mask = {} worked (without the collision_b...
- Tue Jan 20, 2015 4:44 am
- Forum: Modding help
- Topic: Tweaking the biters
- Replies: 4
- Views: 1629
Re: Tweaking the biters
Sorry for delay in responding, distracted by python + sockets ( sentdex tut on YT )... That sounds like it should control the amount of biters spawned, right? Sounds like :) why is "result_units" a function So that data.isdemo can be checked (including non-demo defined enemies in the demo ...
- Tue Jan 20, 2015 2:07 am
- Forum: Modding help
- Topic: Tweaking the biters
- Replies: 4
- Views: 1629
Re: Tweaking the biters
if I understand correctly, one cannot simply change such variables directly Actually... You use data:extend(table) to add new data. To modify data that exists in the base game (or another mod) you don't use extend but instead actually do so 'directly' via data.raw (which of course means that what y...
- Sun Jan 18, 2015 5:23 am
- Forum: Modding help
- Topic: Need a little help updating Floors mod
- Replies: 7
- Views: 2559
Re: Need a little help updating Floors mod
Just to make sure, player.caninsert and player.character.insert are regular functions, not methods (ie., called using ":" )? Hm, yes (and technically no since game.player is actually a C++ userdata object but from a lua user perspective you call them as functions without the ':'). So, the...
- Sun Jan 18, 2015 3:33 am
- Forum: Modding help
- Topic: Need a little help updating Floors mod
- Replies: 7
- Views: 2559
Re: Need a little help updating Floors mod
The wiki is not currently up to date (and never has been completely up to date as far as I know) :) I've been away for a while and just getting back to Factorio (hello again everyone!). I knew that events were getting a playerindex prior to leaving so when I came back I did some testing and compiled...
- Sun Oct 05, 2014 2:09 pm
- Forum: Modding help
- Topic: Recipe categories
- Replies: 12
- Views: 4743
Re: Recipe categories
really? what's the error?Phakx wrote:EDIT: oh and if i remove your for loop it gives me an error message
This. I didn't even realize that Factorio considered that when calculating whether the entity should be shown or not.cartmen180 wrote:your ingredient count = 2 while your radar requires 5 different ingredients