Search found 1264 matches

by aubergine18
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.
by aubergine18
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
by aubergine18
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
by aubergine18
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 :)
by aubergine18
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...
by aubergine18
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.
by aubergine18
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.
by aubergine18
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...
by aubergine18
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...
by aubergine18
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...
by aubergine18
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?
by aubergine18
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...

Image
by aubergine18
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
by aubergine18
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
by aubergine18
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.
by aubergine18
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:

Code: Select all

type = 'hidden-small-lamp'
'hidden-small-lamp' is the *name* of your prototype, not it's *type*.
by aubergine18
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?
by aubergine18
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)
by aubergine18
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...

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