Couldn't you just remove the item from their inventory and throw it back on the ground?
Possibly, but the event parameters for on_picked_up_item don't specify where the item was picked up from (so the mod won't know where to put the item and it would end up putting items on the wrong belts ...
Search found 12 matches
- Mon May 23, 2016 8:30 am
- Forum: Modding interface requests
- Topic: Cancelling the on_picked_up_item event
- Replies: 2
- Views: 1706
- Sat May 21, 2016 2:23 pm
- Forum: Implemented Suggestions
- Topic: Mod Portal / Steam Workshop
- Replies: 25
- Views: 21213
Re: Mod Portal / Steam Workshop
Hello,
anything is wrong with this thread.
If i go to View unread posts, this thread is always listed, although i read it 100 times.
Could the admin please check the settings, Is it pinned or something?
Edit: After writing this post it vanished from the list.
Greetings steinio
Same for me
I ...
anything is wrong with this thread.
If i go to View unread posts, this thread is always listed, although i read it 100 times.
Could the admin please check the settings, Is it pinned or something?
Edit: After writing this post it vanished from the list.
Greetings steinio
Same for me
I ...
- Sat May 21, 2016 9:19 am
- Forum: Implemented Suggestions
- Topic: Mod Portal / Steam Workshop
- Replies: 25
- Views: 21213
Re: Mod Portal / Steam Workshop
Will it be possible for the server owner to allow mods to be downloaded directly from the server (Instead of requiring the mod portal).
This would be necessary for servers that:
- Change the mod in some way (Like modifying config options in a config.lua)
- Don't want to publish the mods files ...
This would be necessary for servers that:
- Change the mod in some way (Like modifying config options in a config.lua)
- Don't want to publish the mods files ...
- Sat May 21, 2016 9:15 am
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 46994
Re: Friday Facts #139 - Wrapping up multiplayer
Hi. Sorry I don't understand well about networking. But I want to ask about something written in the blog.
1) In the next update (0.13), if we want to play multiplayer, we need to login and verified with a Factorio account (factorio.com)? Well then, will the in-game name changing function be ...
1) In the next update (0.13), if we want to play multiplayer, we need to login and verified with a Factorio account (factorio.com)? Well then, will the in-game name changing function be ...
- Sat May 21, 2016 9:12 am
- Forum: Modding interface requests
- Topic: Cancelling the on_picked_up_item event
- Replies: 2
- Views: 1706
Cancelling the on_picked_up_item event
As the event system is now, I cannot prevent a player from picking up an item that they aren't meant to.
If an event handler could cancel the "on_picked_up_item" event, then this would be possible.
This could work as a .setCancelled() method on the event. So the handler would run "event.setCancelled ...
If an event handler could cancel the "on_picked_up_item" event, then this would be possible.
This could work as a .setCancelled() method on the event. So the handler would run "event.setCancelled ...
- Sat May 21, 2016 6:37 am
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 46994
Re: Friday Facts #139 - Wrapping up multiplayer
One thing I'm wondering still is how will this game finder support modded games? Will there be space for a URL or something next to the game name to let people grab whatever mods are required?
The mod portal will be used to download any required mods
Can you download mods from the server ...
The mod portal will be used to download any required mods
Can you download mods from the server ...
- Sat May 21, 2016 4:51 am
- Forum: Implemented mod requests
- Topic: on_entity_damaged event
- Replies: 6
- Views: 4055
Re: on_entity_damaged event
Thanks for the response.
I might be able to work around this in my case by having the .destructible property of everything in the area to false when the area is claimed.
I might be able to work around this in my case by having the .destructible property of everything in the area to false when the area is claimed.
- Sat May 21, 2016 3:17 am
- Forum: Implemented mod requests
- Topic: on_entity_damaged event
- Replies: 6
- Views: 4055
on_entity_damaged event
A suggestion for the event parameters:
- entity - The entity being damaged
- source - The entity doing the damaging
- amount - The amount of damage
- cause - String describing how the damage occurred (e.g. "projectile" / "rocket" / "collision" / "biter")
I need this for my mod to be able to protect ...
- entity - The entity being damaged
- source - The entity doing the damaging
- amount - The amount of damage
- cause - String describing how the damage occurred (e.g. "projectile" / "rocket" / "collision" / "biter")
I need this for my mod to be able to protect ...
- Fri Apr 08, 2016 6:21 pm
- Forum: Implemented Suggestions
- Topic: Command line map generation settings
- Replies: 0
- Views: 1054
Command line map generation settings
So currently we can generate a map without starting the game (or on a headless server) via command line using
factorio --create savename
However this always uses default map generation settings and the freeplay scenario script.
To generate a map with specific settings and scenario for use in a ...
factorio --create savename
However this always uses default map generation settings and the freeplay scenario script.
To generate a map with specific settings and scenario for use in a ...
- Fri Apr 08, 2016 6:03 pm
- Forum: Modding interface requests
- Topic: [Request] A way to prevent certain player actions
- Replies: 0
- Views: 876
[Request] A way to prevent certain player actions
Hi,
I'd like a way to prevent a player from performing certain actions.
The first of these is picking up specific items. I can partially achieve this by listening on the on_picked_up_item event, then removing the item from the players inventory, but I can't replace the item on the ground where it ...
I'd like a way to prevent a player from performing certain actions.
The first of these is picking up specific items. I can partially achieve this by listening on the on_picked_up_item event, then removing the item from the players inventory, but I can't replace the item on the ground where it ...
- Sat Mar 05, 2016 3:26 am
- Forum: Implemented Suggestions
- Topic: Auto-Download required mods when joining a server
- Replies: 11
- Views: 10986
Re: Auto-Download required mods when joining a server
I read in another thread that one thing holding this back is copyright. For some games, they have a central repository for the mods where developers have uploaded them since the copyright terms did not allow redistribution via local game servers. So the problem is more legal than purely technical ...
- Fri Mar 04, 2016 8:35 pm
- Forum: Implemented Suggestions
- Topic: Auto-Download required mods when joining a server
- Replies: 11
- Views: 10986
Auto-Download required mods when joining a server
Rather than saying "You don't have the right mods installed", it would be convenient if servers auto-downloaded and used the right mods directly from the server along with the save game.
The downloaded mods would only be used with the multiplayer server, and not affect the client's other worlds.
I ...
The downloaded mods would only be used with the multiplayer server, and not affect the client's other worlds.
I ...