Search found 22 matches
- Fri Mar 29, 2019 7:45 pm
- Forum: Modding help
- Topic: How to use the LuaRendering
- Replies: 2
- Views: 1073
Re: How to use the LuaRendering
Moved to modding help. Drawing a rectangle is pretty straight forward. https://lua-api.factorio.com/latest/LuaRendering.html#LuaRendering.draw_rectangle is used for that, so you can now figure out the properties that you want. Since you say you want it like the radius visualization, you will want i...
- Wed Mar 27, 2019 6:39 pm
- Forum: Modding help
- Topic: Question on SoundPath
- Replies: 2
- Views: 960
Re: Question on SoundPath
[...]You could make a modding interface request to have the programmable speaker sounds added to the sound paths. Or you can create a sound prototype with the sound that you want. I don't know what it means to create a sound prototype. This concept of "prototype" is really confusing me. I...
- Wed Mar 27, 2019 6:11 pm
- Forum: Modding help
- Topic: How to use the LuaRendering
- Replies: 2
- Views: 1073
How to use the LuaRendering
I am looking at this LuaRendering api and I have no idea where to start to do anything. All I want to do is draw a rectangle centered around the player. I am essentially trying to replicate the personal roboport range visualization. If anyone could help me figure this out that would be great! Thank ...
- Wed Mar 27, 2019 6:04 pm
- Forum: Modding help
- Topic: Question on SoundPath
- Replies: 2
- Views: 960
Question on SoundPath
Just trying to play some sounds. I don't understand the documentation on SoundPath: "It can be either the name of a sound prototype defined in the data or a path in the form "type/name". Supported types are." Where are these sounds defined in the data? Where are the sound prototy...
- Wed Mar 20, 2019 9:15 pm
- Forum: Mod portal Discussion
- Topic: Getting invalid status on uploading new version of mod
- Replies: 5
- Views: 2409
Re: Getting invalid status on uploading new version of mod
How convenient, this is a problem we were just now dealing with in the other thread ! :) Basically your mod is packaged in such a way that it's only compatible with Windows and not Linux... can you please tell me what program you're using to create the .zip archive? And please try 7zip instead. I a...
- Wed Mar 20, 2019 2:01 am
- Forum: Mod portal Discussion
- Topic: Getting invalid status on uploading new version of mod
- Replies: 5
- Views: 2409
Re: Getting invalid status on uploading new version of mod
I am getting this error now:
Honestly don't understand what to do about this. How do I prevent backslashes?- Mon Mar 18, 2019 2:01 am
- Forum: Mod portal Discussion
- Topic: Getting invalid status on uploading new version of mod
- Replies: 5
- Views: 2409
Getting invalid status on uploading new version of mod
I am trying to upload the new version of my mod and it keeps telling me invalid as the status after I press the submit button. I went to downloads and clicked "Edit". I then clicked on "Select a zip mod to Upload", selected my new mod version. It tells me that its ready. I than s...
- Sat Feb 23, 2019 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Tooltips show recipe crafting speed with respect to entity
- Replies: 1
- Views: 830
Tooltips show recipe crafting speed with respect to entity
TL;DR When selecting a recipe for a machine hovered over items have updated crafting speeds for entities crafting speed, module and beacons etc. Also when hovering over a machine instead of just saying Crafting Speed 0.75 the actual crafting speed of the selected recipe is shown. What ? Update the ...
- Mon Feb 04, 2019 12:45 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 100466
Re: Friday Facts #280 - Visual Feedback is the king
This is all great, but can we also have logistics request and trash merged into one in the GUI. When I request 100 turrets for eg. I want exactly that many all the time. If I pick up more during construction/deconstruction activities, I want the excess to be auto trashed. Same for belts, inserters ...
- Tue Jan 01, 2019 4:23 am
- Forum: Modding help
- Topic: Why is Tank speed different?
- Replies: 1
- Views: 819
Why is Tank speed different?
I was making a mod that used the game.players[event.player_index].character.vehicle.speed value and notice that the values are way different for tank compared to the car and train. Why is this?
- Sat Dec 29, 2018 10:33 pm
- Forum: Modding help
- Topic: How to run code on exit save
- Replies: 9
- Views: 2436
- Sat Dec 29, 2018 10:05 pm
- Forum: Modding help
- Topic: How to show personal roboport range
- Replies: 2
- Views: 1855
- Sat Dec 29, 2018 10:03 pm
- Forum: Modding help
- Topic: How to run code on exit save
- Replies: 9
- Views: 2436
Re: How to run code on exit save
I mean ... what is the point of changing inventory before the player quits singleplayer since the game is literally just about to wipe out the entire game state? I was going to do some clean up so that if the player removes the mod it doesn't cause equipment in armor to disappear. My mod mostly cha...
- Sat Dec 29, 2018 3:43 am
- Forum: Modding help
- Topic: How to show personal roboport range
- Replies: 2
- Views: 1855
How to show personal roboport range
Is there a way to display the construction range of personal roboport for a period of time in the API? Similar to if you had a deconstruction planner in your cursor? I am having trouble finding anything like this in the API.
- Sat Dec 29, 2018 3:42 am
- Forum: Modding help
- Topic: How to run code on exit save
- Replies: 9
- Views: 2436
How to run code on exit save
Is there a way to run code to change the player's data before quitting the game? I would like to access the game.players[1].get_inventory(defines.inventory.player_armor) and edit it before quitting.
- Sat Dec 29, 2018 1:47 am
- Forum: Modding help
- Topic: Factorio modding questions
- Replies: 1
- Views: 777
Factorio modding questions
I have a few question that I could not get the answer to through various searches. Sorry, if they are obvious but I am not familiar with modding games or programming them. I have mostly programming experience in C, C++ and Visual Basic. These questions pertain to things I keep running into while cre...
- Mon Dec 18, 2017 4:22 am
- Forum: Duplicates
- Topic: [16.5] Crash when deconstructing
- Replies: 2
- Views: 2395
[16.5] Crash when deconstructing
I saw some other bug reports related to deconstructing not sure if another case will help solve it. I am getting a crash every time I try to deconstruct a specific setup I have. I tried disabling all mods and it still crashes to desktop. I copied the setup and tried to deconstruct it in another save...
- Wed Dec 13, 2017 7:38 pm
- Forum: Pending
- Topic: [Rseding91] [0.16.0] Loading Blueprint Storage Failed
- Replies: 2
- Views: 2274
Re: [0.16.0] Loading Blueprint Storage Failed
Well if I delete the Factorio/blueprint-storage.dat file it loads fine in .16. Now ALL of my BLUEPRINTS in the blueprint library are gone. Blueprint books in the save files work just fine and I can export them to the library with no issues. I put some blueprints into the library and restarted factor...
- Wed Dec 13, 2017 7:09 pm
- Forum: Pending
- Topic: [Rseding91] [0.16.0] Loading Blueprint Storage Failed
- Replies: 2
- Views: 2274
[Rseding91] [0.16.0] Loading Blueprint Storage Failed
I went to steam and changed to latest release. It downloaded and loaded up fine. I went into mods section and checked for updates. Without updating or disabling any mods I loaded attached save file and was greeted by the errors as seen in the photos than it crashed to desktop. I tried re-loading the...
- Tue Sep 05, 2017 11:07 am
- Forum: Pending
- Topic: [0.15.34] 117 hour map crashes when loading. Even autosaves.
- Replies: 5
- Views: 1869
Re: [0.15.34] 117 hour map crashes when loading. Even autosaves.
You know what would cause this to happen? I saved just fine it didn't give me errors. How did it save seemly ok and still have completely corrupt save files? 4 save files saved across what 15 min period?