Search found 1264 matches
- Sun Nov 06, 2016 9:56 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 397184
Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!
I've not tried doing it with source tree - I tend to only use source tree when rebasing, etc.
- Sun Nov 06, 2016 9:48 pm
- Forum: Modding help
- Topic: Entity accepting items
- Replies: 4
- Views: 1789
Re: Entity accepting items
> entity.operable = false -- to prevent changing currently crafted recipe
It would be better to use the fixed_recipe prototype property - similar to how the water pumpjack works: https://mods.factorio.com/mods/binbinhfr/WaterWell
It would be better to use the fixed_recipe prototype property - similar to how the water pumpjack works: https://mods.factorio.com/mods/binbinhfr/WaterWell
- Sun Nov 06, 2016 9:45 pm
- Forum: Won't implement
- Topic: LuaGameScript.get_data_raw()
- Replies: 24
- Views: 5107
Re: LuaGameScript.get_data_raw()
entity tile_width and tile_height are another two that would be very useful to access via control.lua
- Sun Nov 06, 2016 5:06 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 397184
Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!
You can upload images to github wiki - install github desktop (or use command line if preferred) then sync the wiki to local drive (git url shown in wiki sidebar), drop the images in, commit the changes back to wiki
- Sun Nov 06, 2016 4:47 pm
- Forum: Modding help
- Topic: Unkown key error.
- Replies: 2
- Views: 1065
Re: Unkown key error.
It sounds like you're missing the locale strings. Create a folder /locale/en/ and then put a .cfg file in there (best to copy one from another mod and just edit it). Then put the key, followed by =, followed by the text you want displayed. For example, I have an item in one of my mods called "w...
- Sun Nov 06, 2016 3:19 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 397184
Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!
Have you ever considered using the github wiki - I've found it particularly productive for creating docs.
- Sun Nov 06, 2016 11:34 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Filter small pumps
- Replies: 5
- Views: 1895
Re: [Request] Filter small pumps
Pipes can only ever contain one type of fluid. So if you put even a tiny amount of water in a pipe, that pipe won't accept any oil while it contains water.
- Sun Nov 06, 2016 2:06 am
- Forum: Texture Packs
- Topic: [Request] Wood, Stone and Steel bridge
- Replies: 19
- Views: 11896
Re: [Request] Wood, Stone and Steel bridge
These look amazing! I'm currently refactoring the code to handle the stone bridge, but hope to have some updated screenshots early next week. The two main problems i'm facing at moment are: 1. pipe-to-ground doesn't accept render_layer = "floor"... this makes ends of bridges sometimes appe...
- Sat Nov 05, 2016 11:20 pm
- Forum: Ideas and Requests For Mods
- Topic: Alien Technology that's a bit more Alien
- Replies: 2
- Views: 1401
Re: Alien Technology that's a bit more Alien
> Thorne fields Love this idea. It's already possible to set tile-specific movement speeds for pedestrians and vehicles, so that aspect is certainly feasible - just needs someone to do the sprites and work out the autoplace settings. As for the damage aspect, that could possibly be done with land mi...
- Sat Nov 05, 2016 8:10 pm
- Forum: Modding help
- Topic: Are there any flags descriptions?
- Replies: 1
- Views: 723
Re: Are there any flags descriptions?
friendly_map_color? did you mean map_color? Train stops are hard coded in relation to what they show on minimap etc. I don't think there's a way round that. The filter-directions flag limits rotation during placement to some internal hard-coded criteria as far as I can tell. Offshore pumps and train...
- Sat Nov 05, 2016 8:02 pm
- Forum: Won't implement
- Topic: LuaGameScript.get_data_raw()
- Replies: 24
- Views: 5107
Re: LuaGameScript.get_data_raw()
Is it possible to find max_underground_distance value for underground pipes? Or the base character reach/build/etc distances?
- Sat Nov 05, 2016 3:48 pm
- Forum: Ideas and Suggestions
- Topic: New Type of Energy Generation
- Replies: 4
- Views: 1658
Re: New Type of Energy Generation
We could have hamster wheel... but for biters...
- Sat Nov 05, 2016 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Lights on electric poles
- Replies: 8
- Views: 2193
- Sat Nov 05, 2016 3:15 pm
- Forum: Won't implement
- Topic: LuaGameScript.get_data_raw()
- Replies: 24
- Views: 5107
Re: LuaGameScript.get_data_raw()
If you need access to data.raw from within control.lua, you can serpent.block data.raw to the `order` property of a custom item and then loadstring it from within control.lua, like this: https://mods.factorio.com/mods/sparr/expose-data-raw
- Sat Nov 05, 2016 3:06 pm
- Forum: Modding help
- Topic: Hidden objects not always getting placed/removed
- Replies: 10
- Views: 3655
Re: Hidden objects not always getting placed/removed
This might be of use for FARL or any other mod that creates/destroys entities that are part of separate mods: https://github.com/aubergine10/lifecycle-events
- Sat Nov 05, 2016 3:04 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36561
Re: Friday Facts #163 - New rails & New problems
Would be awesome if it were possible to set categories for rail and train, to limit what sort of trains can go on what sort of rail. For example, a rail could be configured as a road and only road vehicles could be placed on it.
- Fri Nov 04, 2016 5:38 pm
- Forum: Modding help
- Topic: Hidden objects not always getting placed/removed
- Replies: 10
- Views: 3655
Re: Hidden objects not always getting placed/removed
Your error in that area search was this:
'hidden-small-lamp' is the *name* of your prototype, not it's *type*.
Code: Select all
type = 'hidden-small-lamp'
- Thu Nov 03, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 397184
Re: [MOD 0.14.13+] Creative Mode 0.2.0 - Epic update!!
Modifier wand: Is it supposed to stack alt-mode actions like that?
image
Also, how to clear/reset alt-mode actions? Maybe allow clicking the labels in that section at the bottom to remove them?- Thu Nov 03, 2016 12:24 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 397184
Re: [MOD 0.14.13+] Creative Mode 0.2.0 - Epic update!!
Creator wand: Not sure if intended, but I am able to select multiple ores at same time in the wand settings screen. (tiles still work as radio, ores work like checkbox)
- Thu Nov 03, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 397184
Re: [MOD 0.14.13+] Creative Mode 0.2.0 - Epic update!!
If CM GUI is not open, and I create a modifier wand via crafting menu, and then click on a tree (for example), nothing happens. If I open the CM GUI, it's now showing the modifier wand "about" screen, rather than the actual modification dialog. If I now click the tree again, the modificati...