Then what is the point of cursor_position?Rseding91 wrote:You can't. The mouse position is not part of the game state and as such can't be read from mods.
Search found 253 matches
- Wed Jul 20, 2016 2:40 pm
- Forum: Modding help
- Topic: Read whether stone/concrete/ground is under mouse cursor?
- Replies: 4
- Views: 1404
Re: Read whether stone/concrete/ground is under mouse cursor?
- Wed Jul 20, 2016 11:34 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Upgrade turret range
- Replies: 14
- Views: 3466
Re: [Request] Upgrade turret range
You can fiddle around with replacing of entities to get this effect in a scripted way. It's much more problematic and doesn't really count as an upgrade - you need to replace old entities with new upgraded ones. And then if you have 2 upgrades for example you need entity for each combination. If yo...
- Tue Jul 19, 2016 2:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Turret where player can choose targets
- Replies: 2
- Views: 857
Re: Turret where player can choose targets
Sounds like a stationary car or tank really
- Tue Jul 19, 2016 2:41 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Upgrade turret range
- Replies: 14
- Views: 3466
Re: [Request] Upgrade turret range
Maybe, I didn't mod back then, things have changed a lot since then (0.12 reworked a lot of internal stuff)kallerdaller wrote:^^ Yeah and there isnt a technology research type which can increase the range. However I believe with advanced LUA you could in 0.11
- Tue Jul 19, 2016 2:40 pm
- Forum: Modding discussion
- Topic: Modifiers for resistances??
- Replies: 3
- Views: 953
Re: Modifiers for resistances??
If it's not documented then I don't think it currently exists. You can put in a modding interface request for it though and see what the devs say
- Mon Jul 18, 2016 6:18 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Upgrade turret range
- Replies: 14
- Views: 3466
Re: [Request] Upgrade turret range
Prototypes (the code that tells the turret how to be turret) can't be changed after the game starts. So the best way to do it would be to automatically swap the turrets to a new one with the correct range and back as needed. So, no this isn't really something that can happen AFAIK
- Mon Jul 18, 2016 1:57 pm
- Forum: Modding help
- Topic: Train spawning
- Replies: 5
- Views: 2184
Re: Train spawning
If I remember correctly there was a mod which put trains and wagons on track automatically. The carriages already snap to the rail, even if your location is slightly off, similar to how the placement works for the player. Carriages also auto-connect when placed by a lua script in the same way they ...
- Fri Jul 15, 2016 7:02 pm
- Forum: Modding discussion
- Topic: Technology Order String
- Replies: 1
- Views: 1035
Re: Technology Order String
Order strings in Factorio (recipe order strings included) just look at the alphabetical order of them. The generic letters used are just the devs way of having them appear in the specific order
- Fri Jul 15, 2016 2:31 pm
- Forum: Modding help
- Topic: Error while running deserialisation
- Replies: 10
- Views: 2377
Re: Error while running deserialisation
Can you provide the actual code that causing the problem? The error cuts it off.
- Fri Jul 15, 2016 3:06 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Smart Blocker
- Replies: 4
- Views: 1449
Re: [Idea] Smart Blocker
Well, underground belts can block a lane. Im unfamiliar with how its coded, but worst case, couldnt i modify the underground belt? Keep the collision that stops one lane, and rotate the belt part 90 degrees ¯\_(ツ)_/¯ I think the underground hood blocks the one lane because it isn't really there, so...
- Thu Jul 14, 2016 7:16 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Smart Blocker
- Replies: 4
- Views: 1449
Re: [Idea] Smart Blocker
There's an old mod out there for pre 0.12 that did this. But in 0.12 they changed how transport lanes work and the mod stopped being updated. I think the issue is that the items on a belt don't exist like normal items and entities, they only check collision in a very specific way that may make a blo...
- Thu Jul 14, 2016 2:33 pm
- Forum: Modding help
- Topic: movement_bonus into other equipment type?
- Replies: 11
- Views: 3794
Re: movement_bonus into other equipment type?
Not sure. I've not tried doing much with equipment. You can try to make a 0x0 equipment and spawn it in the grid. Or maybe try making them not use whole numbers (like the player places a 0.9x1, and you spawn in a 0.1x1 next to it)
- Thu Jul 14, 2016 2:30 pm
- Forum: Modding help
- Topic: How to make buildings invincible and prevent new structures?
- Replies: 1
- Views: 987
Re: How to make buildings invincible and prevent new structures?
1) http://lua-api.factorio.com/0.13.8/LuaE ... structible (also see minable below it)
2) I think the only way is to check when a player or robot places something, and see if it is within your no building area
2) I think the only way is to check when a player or robot places something, and see if it is within your no building area
- Wed Jul 13, 2016 7:19 pm
- Forum: Modding help
- Topic: Processing Unit Missing
- Replies: 5
- Views: 2021
Re: Processing Unit Missing
Change "local_player" in that command to just "player"
- Wed Jul 13, 2016 2:39 pm
- Forum: Modding help
- Topic: movement_bonus into other equipment type?
- Replies: 11
- Views: 3794
Re: movement_bonus into other equipment type?
Yes, it's hardcoded in. The prototypes aren't in the API, you can look them up on the wiki or check the base factorio files. As for how to do this, I think the only way is to separate it into two pieces and use scripting to force the player to use both if them (like the automated defenses won't work...
- Tue Jul 12, 2016 7:02 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5141
Re: reset_recipes is not working
Gah, that's right! Reset_recipes doesn't enable a recipe, it just updates the prototype. You need to have specific code to enable it (I believe it has to be in the on_configuration_changed event because you need to access the force)
- Tue Jul 12, 2016 4:35 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5141
Re: reset_recipes is not working
Have you tried reseting the technologies first, then the recipes? I just noticed that you did it backwards in the gif
- Tue Jul 12, 2016 2:47 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5141
Re: reset_recipes is not working
We understand your process of what you are doing. Now, is the new recipe showing up under the technology? If it's not then please provide the code for the technology prototype
- Mon Jul 11, 2016 7:05 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5141
Re: reset_recipes is not working
It's set to "false" enabled = "false" So its not enabled by default. It's disabled because it's unlocked by a technology Is it showing up under the technology at all? If it's not in an old world check a brand new world's tech tree. If it's not showing up there then something is ...
- Fri Jul 08, 2016 8:15 pm
- Forum: Modding help
- Topic: (Resolved) lua error when trying to destroy a corpse entity
- Replies: 6
- Views: 1822
Re: lua error when trying to destroy a corpse entity
Not sure exactly, check if the entity is valid first and by itself (nest everything inside that if statement)