Search found 127 matches
- Fri Mar 04, 2022 9:07 am
- Forum: Modding help
- Topic: How do I adjust the value of DATA in "control.lua"?
- Replies: 4
- Views: 1273
Re: How do I adjust the value of DATA in "control.lua"?
Although I don't quite understand it, I know my idea can't be realized I suppose you want to change certain properties of entities in response to some event or player action. While you can't modify prototype definitions in the control stage, you could define different versions of your main prototyp...
- Thu Mar 03, 2022 11:16 am
- Forum: Modding help
- Topic: How do I adjust the value of DATA in "control.lua"?
- Replies: 4
- Views: 1273
Re: How do I adjust the value of DATA in "control.lua"?
You cannot. This is one of the principles of working with prototypes. Prototypes are defined at data stage and after that they are immutable. If they would be mutable they would need to be saved in a save file which we are not doing, when changing mods there would be a need for a mechianism to choo...
- Thu Mar 03, 2022 10:39 am
- Forum: Modding help
- Topic: How do I adjust the value of DATA in "control.lua"?
- Replies: 4
- Views: 1273
How do I adjust the value of DATA in "control.lua"?
How do I adjust the value of DATA in "control.lua"?
Using "data. Raw [******]" is invalid. Is there any other method?
thank you
Using "data. Raw [******]" is invalid. Is there any other method?
thank you
- Mon Feb 28, 2022 11:20 pm
- Forum: Modding help
- Topic: Why not use "if mods" in "control. Lua"?
- Replies: 2
- Views: 874
Re: Why not use "if mods" in "control. Lua"?
Check out game.active_mods and script.active_mods ! Both can be used in control.lua (and, of course, files required there) to get the list of active mods. The difference is that script.active_mods can already be used when script.on_load() is running while the global table 'game' (and with it, game....
- Mon Feb 28, 2022 10:42 am
- Forum: Modding help
- Topic: Why not use "if mods" in "control. Lua"?
- Replies: 2
- Views: 874
Why not use "if mods" in "control. Lua"?
I will report an error after using it,
But I'm normal in "settings. Lua".
So how to check other modules in "control. Lua"?
But I'm normal in "settings. Lua".
So how to check other modules in "control. Lua"?
- Wed Feb 09, 2022 10:00 am
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 1981
- Wed Feb 09, 2022 5:18 am
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 1981
Re: Who can help me see, why not show the animation?
You may be able to set the furnace's https://wiki.factorio.com/Prototype/CraftingMachine#match_animation_speed_to_activity property to false to avoid the issue. I believe that also works for the machines base speed, not just for module effects. Where should the sentence "match_animation_speed_...
- Wed Feb 09, 2022 5:15 am
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 1981
Re: Who can help me see, why not show the animation?
You may be able to set the furnace's https://wiki.factorio.com/Prototype/CraftingMachine#match_animation_speed_to_activity property to false to avoid the issue. I believe that also works for the machines base speed, not just for module effects. Thank you, because the speed is too fast to display th...
- Wed Feb 09, 2022 5:06 am
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 1981
- Tue Feb 08, 2022 1:18 pm
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 1981
Who can help me see, why not show the animation?
I added a new electric furnace. I just changed a few parameters. It works normally, but it doesn't display animation. Who can help me see what's wrong? Thank you. local bigmachine_furnace = table.deepcopy(data.raw['furnace']['electric-furnace']) bigmachine_furnace.name = "big-electric-furnace&q...
- Sat Jan 29, 2022 3:54 am
- Forum: Modding help
- Topic: Request a syntax
- Replies: 2
- Views: 889
Re: Request a syntax
I don't think settings can be displayed conditionally based on user selections. The settings objects don't exist until the end of the Settings phase. During settings.lua, settings-updates.lua, and settings-final-fixes.lia, you can read the setting prototypes of your own and other mods, including wh...
- Fri Jan 28, 2022 12:23 pm
- Forum: Modding help
- Topic: Request a syntax
- Replies: 2
- Views: 889
Request a syntax
I just started to learn how to make modules. Please help me. Thank you. I want to get the value of one of the items in "settings. Lua". My English level is not high and I may not express clearly. The following example explains: if 。。。。。== true then hidden_1 = false else hidden_1 = true end...
- Wed Jan 19, 2022 3:51 am
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 13097
- Tue Jan 18, 2022 10:51 am
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 13097
Re: Can you add a clock to the game?
Did you read this thread? It explains why there is no mod and will be no mod ever. My English is not good. I completely rely on computer translation. I can't understand some comments. I only know they are arguing. The purple name just now means: are you going to add this feature? If so, that would ...
- Tue Jan 18, 2022 10:40 am
- Forum: Outdated/Not implemented
- Topic: Why can't you control movement with the mouse?
- Replies: 6
- Views: 1946
Re: Why can't you control movement with the mouse?
Thank you very much. This fully meets my requirementsKlonan wrote: ↑Tue Jan 18, 2022 9:19 amThis mod adds character navigation via mouse input:
https://mods.factorio.com/mod/Kruise_Kontrol
- Tue Jan 18, 2022 4:03 am
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 13097
Re: Can you add a clock to the game?
I searched all MODS and couldn't find one that can display the system time. They show the game time, which is of no use to me.
If I could find such a mod, I wouldn't make this suggestion.
If I could find such a mod, I wouldn't make this suggestion.
- Sun Jan 16, 2022 8:10 am
- Forum: Modding help
- Topic: Ask for a grammar
- Replies: 8
- Views: 2720
Re: Ask for a grammar
Can it be implemented in "settings. Lua"? It should be in control.lua Here is an example of a mod using notched sliders: https://github.com/raiguard/Factorio-QuickItemSearch/blob/master/src/scripts/gui/logistic-request.lua#L95 That file is required in control.lua: https://github.com/raigu...
- Sun Jan 16, 2022 8:01 am
- Forum: Ideas and Suggestions
- Topic: The module setting panel can use the slider
- Replies: 7
- Views: 1199
Re: The module setting panel can use the slider
Thank you very much, enthusiastic moderator
- Sun Jan 16, 2022 7:54 am
- Forum: Outdated/Not implemented
- Topic: Why can't you control movement with the mouse?
- Replies: 6
- Views: 1946
Re: Why can't you control movement with the mouse?
You mean Diablo-like movement? https://mods.factorio.com/mod/move-with-mouse-updated But the main reason it is not implemented is, that you otherwise have problems to move and aim while in a fight. In other words: you need to either use a third mouse button (as the mod, which not everyone has) or s...
- Sun Jan 16, 2022 6:35 am
- Forum: Ideas and Suggestions
- Topic: The module setting panel can use the slider
- Replies: 7
- Views: 1199
Re: The module setting panel can use the slider
So, you mean that the game originally supports this function, but I won't. is that what you mean?ssilk wrote: ↑Sun Jan 16, 2022 6:30 amIs this a question, then pls go to either to technical help or modding help.
When you know more, you can come back and update this post.