Search found 30 matches
- Tue Sep 14, 2021 8:23 pm
- Forum: Modding help
- Topic: Need some help with for a loop through ammo-turrets
- Replies: 6
- Views: 3160
Re: Need some help with for a loop through ammo-turrets
Sorry, there is another error.
tur = data.raw["ammo-turret"]
for i, v in pairs(tur) do
v.attack_parameters.ammo_categories = a
end
You shouldn't use a global variable to store a temporary table reference that is only used once.
Either
local tur = data.raw["ammo-turret"]
for i, v in ...
- Mon Sep 13, 2021 11:51 pm
- Forum: Modding help
- Topic: Need some help with for a loop through ammo-turrets
- Replies: 6
- Views: 3160
Re: Need some help with for a loop through ammo-turrets
Sorry, there is another error.
tur = data.raw["ammo-turret"]
for i, v in pairs(tur) do
v.attack_parameters.ammo_categories = a
end
Oh GREAT, it worked! Turns out I can't use ipairs here. Thanks for the help!
It makes sense now. Pairs return key-value pairs and ipairs return index-value ...
- Mon Sep 13, 2021 11:33 pm
- Forum: Modding help
- Topic: Need some help with for a loop through ammo-turrets
- Replies: 6
- Views: 3160
Re: Need some help with for a loop through ammo-turrets
Thanks for the reply, but sadly that doesn't work. So far the only way I could get it to is hand-write code to include all turrets.DaveMcW wrote: Mon Sep 13, 2021 11:11 pmCode: Select all
tur = data.raw["ammo-turret"] for i, v in ipairs(tur) do v.attack_parameters.ammo_categories = a end
- Mon Sep 13, 2021 9:53 pm
- Forum: Modding help
- Topic: Need some help with for a loop through ammo-turrets
- Replies: 6
- Views: 3160
Need some help with for a loop through ammo-turrets
Hi all,
I'm trying to write some code that makes all turrets that shoot bullets accept different ammo types from my mod.
I tried plain adding ammo_categories to the attack_parameters, and it worked fine. But when I used a for loop to iterate through all ammo turrets (mainly for bob's), it doesn't ...
I'm trying to write some code that makes all turrets that shoot bullets accept different ammo types from my mod.
I tried plain adding ammo_categories to the attack_parameters, and it worked fine. But when I used a for loop to iterate through all ammo turrets (mainly for bob's), it doesn't ...
- Mon Sep 13, 2021 1:17 am
- Forum: Mods
- Topic: [MOD 1.1] Alcohol, Tobacco and Firearms (Beta) - More weapons for combat and trading!
- Replies: 0
- Views: 1752
[MOD 1.1] Alcohol, Tobacco and Firearms (Beta) - More weapons for combat and trading!
https://mods.factorio.com/mod/Atlas_ATF
This is a successor to my previous mod Atlas Military Manufacturer.
English description:
Manufacture the titular items for self-defense, recreational or money-making purposes. Note that this mod is still WIP. It is meant to be played with Bob's ores and ...
This is a successor to my previous mod Atlas Military Manufacturer.
English description:
Manufacture the titular items for self-defense, recreational or money-making purposes. Note that this mod is still WIP. It is meant to be played with Bob's ores and ...
- Tue Jun 30, 2020 7:14 pm
- Forum: Implemented mod requests
- Topic: Old beacon mod request
- Replies: 4
- Views: 2612
- Mon Jun 22, 2020 11:34 pm
- Forum: Mods
- Topic: [0.18+] "Old But Better" mods (graphics & sounds reversion)
- Replies: 0
- Views: 1998
[0.18+] "Old But Better" mods (graphics & sounds reversion)
Some people dislike the recent new graphic and sound changes came with 0.18, so I've started a project to (optionally) revert as many changes as I possibly can. Supports Bob's mods.
Old But Better Sounds
https://mods.factorio.com/mod/OBBS
https://mods-data.factorio.com/assets ...
Old But Better Sounds
https://mods.factorio.com/mod/OBBS
https://mods-data.factorio.com/assets ...
- Mon Jun 22, 2020 10:19 pm
- Forum: Implemented mod requests
- Topic: Old beacon mod request
- Replies: 4
- Views: 2612
Re: Old beacon mod request
I am doing it right now. But I can't promise a deadline though.
- Wed May 27, 2020 6:11 pm
- Forum: Technical Help
- Topic: Reverse sound effects to pre-0.18
- Replies: 1
- Views: 993
Re: Reverse sound effects to pre-0.18
Well, after doing some research, seems no one has done anything about it yet. So I made a mod myself.
https://mods.factorio.com/mod/OBBS
https://mods.factorio.com/mod/OBBS
- Wed May 27, 2020 4:16 pm
- Forum: Technical Help
- Topic: Reverse sound effects to pre-0.18
- Replies: 1
- Views: 993
Reverse sound effects to pre-0.18
Hello, I've recently come back to Factorio and found out the sound effects are now totally different.
To be honest? I think these new sounds are really god-awful, especially the new hand-mining sound and the new assembling machine sound. Is there anyway I can reverse the sound effects back to pre-0 ...
To be honest? I think these new sounds are really god-awful, especially the new hand-mining sound and the new assembling machine sound. Is there anyway I can reverse the sound effects back to pre-0 ...
- Wed Feb 14, 2018 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: Issue with bonuses
- Replies: 9
- Views: 6725
Re: Issue with bonuses
Thanks to 0.16.23 update, now recipes won't take speed or productivity upgrades from beacons anymore - if they don't accept these upgrades by default. Another slap on modding, nice job.
- Thu Feb 01, 2018 2:56 am
- Forum: Mods
- Topic: [MOD 0.16.0+] Atlas Military Manufacturer
- Replies: 0
- Views: 1784
[MOD 0.16.0+] Atlas Military Manufacturer
Become an intergalactic firearm manufacturer! Create both traditional and non-traditional weapons to trade, and/or defend yourself. Note that this mod is still WIP. The trading system is yet to be implemented.
Requires Bob's plates and function lib.
If it says "failed to load mod, (some picture ...
Requires Bob's plates and function lib.
If it says "failed to load mod, (some picture ...
- Fri Oct 13, 2017 5:28 pm
- Forum: Multiplayer
- Topic: Factorio MP over steam
- Replies: 2
- Views: 2133
Re: Factorio MP over steam
hm, can't find you. I'm playing a modded game though.
- Fri Oct 13, 2017 5:07 pm
- Forum: Modding help
- Topic: Allowing multiple ammo "categories" on one gun
- Replies: 0
- Views: 952
Allowing multiple ammo "categories" on one gun
So i'm making this weapon manufacturing mod and ran into a problem:
Since I've defined all the ammo with different "categories" according to their calibers, there's no way any vanilla guns can use them, because most weapons have their ammo_type defined with category = "bullet".
Would it be possible ...
Since I've defined all the ammo with different "categories" according to their calibers, there's no way any vanilla guns can use them, because most weapons have their ammo_type defined with category = "bullet".
Would it be possible ...
- Tue Jul 18, 2017 6:18 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 250227
Re: [MOD 0.13] Black Market (sell and buy on the market)
Half of the order menu was buried underneath the bottom of my screen, and many others have this problem too. Could you make the order menu window movable, or fix this problem in some way?
- Sat May 13, 2017 11:27 pm
- Forum: Mods
- Topic: [.13-1.1.109] Aircraft (1.8.9)
- Replies: 192
- Views: 155953
Re: [0.13|0.14.23|0.15.10] Aircraft (1.3.4)
got the same error like above. playing with many mods.
{
"mods": [
{
"name": "base",
"enabled": true
},
{
"name": "FARL",
"enabled": true
},
{
"name": "what_is_it_used_for_15",
"enabled": true
},
{
"name": "aai-signals",
"enabled": true
},
{
"name": "aai-vehicles-chaingunner ...
{
"mods": [
{
"name": "base",
"enabled": true
},
{
"name": "FARL",
"enabled": true
},
{
"name": "what_is_it_used_for_15",
"enabled": true
},
{
"name": "aai-signals",
"enabled": true
},
{
"name": "aai-vehicles-chaingunner ...
- Thu May 11, 2017 12:53 am
- Forum: Yuoki Industries
- Topic: Need to update for 0.15.10
- Replies: 3
- Views: 2901
Need to update for 0.15.10
Those idiots probably made some changes to the boiler system. Now every single mod with boilers need to be updated or it crashes the game.
So please, I'm counting on you
So please, I'm counting on you

- Fri May 05, 2017 3:23 am
- Forum: Bob's mods
- Topic: Power MK2 engines and boilers mismatched?
- Replies: 8
- Views: 12108
Power MK2 engines and boilers mismatched?
Boilers can only boil steam to 235 degrees, but steam engines require 275.


- Sat Apr 29, 2017 2:57 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 188241
- Sat Apr 29, 2017 2:54 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 188241
Re: Bugs and problems
Underground pipe sprites broken!!!! Requesting immediate fix!!!!!