viewtopic.php?f=34&t=25270
They are adding robots to their events in 0.13
Search found 253 matches
- Sun May 29, 2016 1:22 pm
- Forum: Modding help
- Topic: Getting a reference to a bot from an event listener?
- Replies: 1
- Views: 618
- Fri May 27, 2016 2:34 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.13
- Replies: 79
- Views: 28792
Re: Mod changes in 0.13
- Added LuaGame::delete_surface. Deletes the surface passed in if the surface is deletable. - Added LuaSurface::deconstruct_area() - deconstructs an area as if the player did it. - Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an area as if the player did it. - Added eve...
- Fri May 27, 2016 2:31 pm
- Forum: Modding help
- Topic: Overriding someone else's mod
- Replies: 34
- Views: 8080
Re: Overriding someone else's mod
Wait, is all this to ONLY change the names? If so, just go to the locale and edit the names after the = for each thing
- Thu May 26, 2016 10:35 pm
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 5534
Re: drawing and writing
As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a...
- Thu May 26, 2016 12:57 pm
- Forum: Modding help
- Topic: Missing "results" icons in fluid recipes...
- Replies: 10
- Views: 2403
Re: Missing "results" icons in fluid recipes...
I tried that and, alas, it didn't work. What's up with the a/b in front of the braces? Are those supposed to increment? a, b, c, d? Or are they all something else? From my understanding of the ordering strings, the recipes are ordered by those strings. So the single letters are an easy way to make ...
- Wed May 25, 2016 4:48 pm
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 5534
Re: drawing and writing
As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a...
- Wed May 25, 2016 2:50 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31758
Re: [MOD 0.12.x] Powered Entities (0.3.0)
Yes, I know. Providing an external download is doing my part to help save Wube some bandwidth though (although, granted, not much).Qon wrote:The forum attachment keeps track of downloads though.
- Wed May 25, 2016 1:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31758
Re: [MOD 0.12.x] Powered Entities (0.3.0)
https://goo.gl/g6e5kQ – this goo.gl shortlink has been disabled. It was found to be violating our Terms of Service. Click here and here for more information about our terms and policies respectively. Please use the forums "upload attachment" feature instead. It will never fail. Also works...
- Tue May 24, 2016 12:29 am
- Forum: Mods
- Topic: [MOD 0.12.x] Generic Logistic Chest (0.2.0)
- Replies: 3
- Views: 4208
[MOD 0.12.x] Generic Logistic Chest (0.2.0)
Generic Logistic Chest Info: Chest that can be turned into any of the base logistic chests Unlocks with the Logistic System tech Details: Factorio Version: 0.12.x+ (tested with 0.12.33, should work with any stable 0.12) Released: May 23, 2016 Download: Generic_Logistic_Chest_0.2.0.zip Website: GitH...
- Mon May 23, 2016 4:31 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 17643
Re: trying to make a mod, accidentally crashed my whole computer
No. We're not going to spend time working on trying to prevent mods from making infinite loops. Your incompetence is preventing you from seeing the underlying issue here, more importantly, you don't seem to understand who's responsible for what. The underlying issue is not Lua developers creating i...
- Mon May 23, 2016 1:24 am
- Forum: Modding interface requests
- Topic: Cancelling the on_picked_up_item event
- Replies: 2
- Views: 1323
Re: Cancelling the on_picked_up_item event
Couldn't you just remove the item from their inventory and throw it back on the ground?
Also, I was thinking recently if there was a need for a plots type mod (like in the Minecraft days), but the problem is solved by the fact that Factorio has automated turrets, IMO.
Also, I was thinking recently if there was a need for a plots type mod (like in the Minecraft days), but the problem is solved by the fact that Factorio has automated turrets, IMO.
- Fri May 20, 2016 11:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31758
Re: [MOD 0.12.x] Powered Entities (0.3.0)
0.3.0 Entities now all extend the power grid out by 1 square past where they end Added command to help with changing between Manual or Automatic mods Lowered the wire reach of most entities to 5 (it forms a nice looking grid now, instead of a giant tangle) Automatic mode will now work on previously ...
- Thu May 19, 2016 3:09 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31758
Re: [MOD 0.12.x] Powered Entities (0.2.0)
Hello I have a great idea regarding your mod which could also help me finding the mod i am looking for quite awhile and never tried to make it myself. => Powered Belts. So each time you place a belt you will also place an invisible pole which has a wire reach of 1 and a 5x5 supply area. So a belt s...
- Sat May 14, 2016 7:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 22092
Re: [MOD 0.12.x] Avatars (0.3.0)
I got a few quality of life things fixed for this patch. Multiplayer is still wonky, but that should be fixable in 0.13. Any feedback is welcome. 0.3.0 Added the Avatar Remote Deployment Unit Avatars are now minable Avatars can now be made in any assembling machine that has enough ingredient slots R...
- Thu May 12, 2016 2:45 pm
- Forum: Ideas and Requests For Mods
- Topic: Electricity continuation
- Replies: 3
- Views: 1181
Re: Electricity continuation
Thanks, I'll give it a try. From what I'm reading though this allows a lot more than what I was looking for, I don't think power poles should be done away with nearly completely, just that it's more reasonable for devices directly adjacent to one another would be able to connect through those. The ...
- Thu May 12, 2016 2:38 pm
- Forum: Modding help
- Topic: Crash when too many attackers?
- Replies: 1
- Views: 708
Re: Crash when too many attackers?
So, having no idea how the game handles biters, just throwing this out there, doesn't the game consider biters as "groups"? Could you try to find every group of biters within range? As it stands I think you are just telling every biter within range to find its way to the rocket, so that's ...
- Mon May 09, 2016 2:47 pm
- Forum: Modding help
- Topic: Turrets with a liquid ammo?
- Replies: 6
- Views: 1784
Re: Turrets with a liquid ammo?
Isn't flamethrower fuel in canisters though? Might just use that.Koub wrote:Don't know if it's currently possible (it might, I just don't know), but with 0.13, it should definitely be, as the flame turrets are on their way .
- Mon May 09, 2016 11:40 am
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 22092
Re: [MOD 0.12.x] Avatars (0.2.3)
But not everything is perfect. I've encountered 3 bugs: - Once when leaving a running train I was stuck without a body. Not reproducable. Fixed by loading the last autosave. - Once two avatar control buttons got mixed up and both buttons controlled the same avatar with no way to reach the missing a...
- Sun May 08, 2016 12:08 pm
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9267
Re: [Mod 0.12.x] Placement Chest (0.2.0)
Different ways of going about it, it seems. I'll admit, I hadn't actually checked for other blueprint deployers , I had been told that old attempts didn't work well (and was linked to a 0.12.10 mod).Adil wrote:Excuse me, but what will be the difference over this one?
- Sat May 07, 2016 7:51 pm
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9267
Re: [Mod 0.12.x] Placement Chest (0.2.0)
0.2.0
- Added Blueprint Support
- Added Logistic Placement Chest
- Changed texture of Placement Chest (and associated icons, including tech)
- Moved mod recipes to show behind the storage tank, to keep them separate from the vanilla chests.