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by 321freddy
Thu Dec 14, 2017 7:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.2] No walking sound on hazard concrete
Replies: 1
Views: 2022

[Rseding91] [0.16.2] No walking sound on hazard concrete

Hello,
I just noticed that there is no walking sound on one of the hazard concrete orientations. See here:

Image
by 321freddy
Sun Oct 22, 2017 7:54 pm
Forum: Combinator Creations
Topic: I built the smallest turing-complete combinator computer
Replies: 12
Views: 21350

Re: I built the smallest turing-complete combinator computer

TimTravel wrote:Looks really cool! Is there an updated version for 0.15?
Combinators haven't changed so it should still work the same. You can import the bluepint strings to 0.15 using the foreman mod.
by 321freddy
Wed Jun 28, 2017 6:03 pm
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 43181

Re: [0.15] Even Distribution

Version 0.2.5
  • Fixed distribution to factorissimo 2 helper entities
    Added ignored entities mod setting
by 321freddy
Tue Jun 27, 2017 12:19 pm
Forum: Modding help
Topic: Tile Property Question
Replies: 1
Views: 658

Re: Tile Property Question

these friendly biters sometimes wonder your entire base and are a little disruptive... If by disruptive you mean that they get stuck on belts and are annoying you can make biters "collide" with belts by adding "floor-layer" to their collision mask: collision_mask = { "objec...
by 321freddy
Sat Jun 24, 2017 8:37 pm
Forum: Won't implement
Topic: [0.15.23] Deconstruction not triggering events
Replies: 4
Views: 2739

Re: [0.15.23] Deconstruction not triggering events

Now, I could add some event when a ghost is about to be deleted as a result of being selected by the deconstruction planner but it wouldn't go in the on-deconstruction-ordered event. The main problem is figuring out what to name the event... That would be perfect. What I originally wanted in my mod...
by 321freddy
Sat Jun 24, 2017 8:00 pm
Forum: Won't implement
Topic: [0.15.23] Deconstruction not triggering events
Replies: 4
Views: 2739

Re: [0.15.23] Deconstruction not triggering events

Rseding91 wrote:Ghosts aren't mined/processed
But the is on_preplayer_mined_item is fired when a player destroys a ghost by right clicking it. It is not fired when selecting a ghost with deconstruction planner which is inconsistent.
by 321freddy
Sat Jun 24, 2017 7:21 pm
Forum: Won't implement
Topic: [0.15.23] Deconstruction not triggering events
Replies: 4
Views: 2739

[0.15.23] Deconstruction not triggering events

So two things: 1. When an entity is deconstructed by script with LuaEntity.order_deconstruction the event on_marked_for_deconstruction is not triggered even though the documentation says it is. 2. When a player mines an entity-ghost the on_preplayer_mined_item event is triggered. This is not the cas...
by 321freddy
Wed Jun 21, 2017 7:30 pm
Forum: Modding help
Topic: Is there a sort of dummy all purpose entity type available?
Replies: 4
Views: 1603

Re: Is there a sort of dummy all purpose entity type available?

First, the smoke entity will be destroyed after the specified duration. This is why I set the duration to be very large. 99999999 ticks is almost 20 days of pure game time, so the smoke will essentially last forever. Set it higher if you want. I think the maxmimum is 2^31 (414 days). its animation ...
by 321freddy
Wed Jun 21, 2017 4:35 pm
Forum: Resolved Problems and Bugs
Topic: Teleporting ghost only teleports parts of the ghost
Replies: 1
Views: 1776

Teleporting ghost only teleports parts of the ghost

When you place a ghost (of any entity) and teleport it via commands the selection box and collision box will stay at the old position but the robots will fly to the new position. Once they revive the ghost (at the new position) it will appear at it's old position. How to reproduce: Place a roboport ...
by 321freddy
Wed Jun 21, 2017 4:19 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 44449

Re: Simple property requests (something that exists but has no way to read/write it)

For entity type "entity-ghost" where inner entity is of type "programmable-speaker":
LuaEntity.parameters :: ProgrammableSpeakerParameters [R]
LuaEntity.alert_parameters :: ProgrammableSpeakerAlertParameters [R]
by 321freddy
Tue Jun 20, 2017 12:40 am
Forum: Modding help
Topic: LuaCustomChartTag parameters
Replies: 0
Views: 488

LuaCustomChartTag parameters

What is the purpose of: I tried setting them to different values but they don't seem to do anything?
by 321freddy
Mon Jun 19, 2017 10:27 am
Forum: Modding help
Topic: Is there a sort of dummy all purpose entity type available?
Replies: 4
Views: 1603

Re: Is there a sort of dummy all purpose entity type available?

It looks like you just need an anmated entity without any collision box so I can suggest you use "smoke". It can have an animation, multiple sprite layers (for shadow), customizable render layer and is mostly for visuals only. Although you would probably need to teleport the rotor to the h...
by 321freddy
Fri Jun 16, 2017 5:02 pm
Forum: Modding help
Topic: Terrain Generation
Replies: 2
Views: 1186

Re: Terrain Generation

You wrote copper_ore instead of copper-ore and you forgot to specify the shift value. So the command should look more like this: game.create_surface("Custom", { terrain_segmentation = "none", water = "none", autoplace_controls = { ["copper-ore"] = { frequency ...
by 321freddy
Fri Jun 16, 2017 4:49 pm
Forum: Modding help
Topic: Recipe crafting time?
Replies: 2
Views: 1321

Re: Recipe crafting time?

It is called energy in the api. See here: http://lua-api.factorio.com/latest/LuaR ... ipe.energy
But note that the actual time taken to craft a recipe in seconds depends on the crafting speed of the machine.
by 321freddy
Thu Jun 15, 2017 12:40 am
Forum: Modding help
Topic: on_entity_replace
Replies: 2
Views: 845

Re: on_entity_replace

Have the global table contain some kind of cache for every player. In on_preplayer_mined_item store the event tick in the cache of the player who did the mining. Then in on_built_entity if the tick equals the saved tick in the cache of the player a fast replace was done. A single player can't pick ...
by 321freddy
Thu Jun 15, 2017 12:04 am
Forum: Modding help
Topic: Copying localization
Replies: 1
Views: 623

Re: Copying localization

Add this to your prototype: localised_name = {"", {"item-name.rocket-fuel"}, " 2"}, Works similarly with localised_description. Localised strings are a table with the key as the first element. Keys are always written like "SECTION.ITEMNAME" where section is th...
by 321freddy
Wed Jun 14, 2017 11:28 pm
Forum: Modding help
Topic: Combat drone animation
Replies: 1
Views: 686

Re: Combat drone animation

You cannot use animation as a parameter for combat drones. You have to use idle and in_motion which are animations for the two different states. (not moving and moving) It has to look like this: (taken from defender drone prototype) idle = { layers = { { filename = "__base__/graphics/entity/def...
by 321freddy
Wed Jun 14, 2017 4:59 pm
Forum: Modding help
Topic: Gui frame flow spacing
Replies: 2
Views: 919

Re: Gui frame flow spacing

It worked! Thanks for the quick reply! :D

Image
by 321freddy
Wed Jun 14, 2017 3:04 pm
Forum: Modding help
Topic: Gui frame flow spacing
Replies: 2
Views: 919

Gui frame flow spacing

I'm trying to make a little color picker for my title bar but I cannot get the spacing on the color buttons right. Here is what it looks like right now: http://i.imgur.com/fxUhrrT.png As you can see the spacing between the colored buttons is a bit too wide so the surrounding frame doesn't fit in the...
by 321freddy
Fri Jun 09, 2017 11:30 am
Forum: Implemented mod requests
Topic: on_player_selected_area not firing
Replies: 6
Views: 2397

Re: on_player_selected_area not firing

Rseding91 wrote:I've added 3 new events to handle how blueprints and deconstruction planners operate for the next version of 0.15.
Awesome thanks! :D Any ETA on 0.15.20? There is no point in doing any other methods of blueprint modification when I know that it's going to be a lot easier.

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