Search found 34 matches

by memcallen
Fri May 11, 2018 12:52 am
Forum: Modding help
Topic: Custom entities with heat buffer
Replies: 1
Views: 690

Custom entities with heat buffer

I'm re-making my caves mod, and I'm trying to make a proper heat exchanger using the heat pipe system. Previously, I had a storage tank which just incremented or decremented the heat of whatever fluidbox it was in front of, but that didn't account for heat capacities. Now, I'm trying to add a heat_b...
by memcallen
Wed May 11, 2016 1:50 pm
Forum: Modding help
Topic: Turrets with a liquid ammo?
Replies: 6
Views: 1748

Re: Turrets with a liquid ammo?

Can a turret (or any entity, really) have a fluidbox? If so, I can just make a dummy ammo that the player can't pick up through a control script.
by memcallen
Sun May 08, 2016 1:49 am
Forum: Modding help
Topic: Turrets with a liquid ammo?
Replies: 6
Views: 1748

Turrets with a liquid ammo?

I want to make a turret that runs on a liquid for ammo, instead of an item, but there isn't anything like

Code: Select all

ammo_item={basicitemstack}
that I might have been able to change to

Code: Select all

{type="fluid",name=...}
Any tips or tricks that I could use to make this work? Thanks
by memcallen
Sun May 08, 2016 1:46 am
Forum: Modding help
Topic: Custom Animations?
Replies: 3
Views: 1212

Re: Custom Animations?

well that sucks, I might make my own api seeing as there isn't any good solutions, and then post it here. Thanks
by memcallen
Wed May 04, 2016 7:11 pm
Forum: Modding help
Topic: Custom Animations?
Replies: 3
Views: 1212

Re: Custom Animations?

Anyone know if these are going to be implemented soon, or will I have to make my own API for it?
by memcallen
Sat Apr 30, 2016 1:04 am
Forum: Modding help
Topic: Custom Animations?
Replies: 3
Views: 1212

Custom Animations?

I've gotten back into modding recently, and I want to know if my entity can have custom animations (kind of like animation states). These animations need to be accessable by code, as in they can be activated/deactivated by calling a function or event. Any help is appreciated, thanks.
by memcallen
Thu Jan 14, 2016 10:20 pm
Forum: Modding help
Topic: 'Given force is not valid'
Replies: 8
Views: 10949

Re: 'Given force is not valid'

Huh, it works with it now. Maybe I miss-typed something before?
by memcallen
Thu Jan 14, 2016 10:14 pm
Forum: Modding help
Topic: Use Electric Energy as Burner? Is it even possible?
Replies: 2
Views: 4169

Re: Use Electric Energy as Burner? Is it even possible?

First, never use an infinite while loop when modding factorio, it tends to make the game freeze completely. Use the 'on_tick' event instead ( on_tick ) Second, there are a few different ways to do this, the most efficient (I think) is to look for an accumulator around the car using this method . Unf...
by memcallen
Thu Jan 14, 2016 9:36 pm
Forum: Modding help
Topic: 'Given force is not valid'
Replies: 8
Views: 10949

Re: 'Given force is not valid'

It's supposed to be a lava pump, that only works with my tiles. But it pumps lava out of water tiles too, so I wanted to make it explode without harming the player if you put it in water. Same with the normal pumps + lava tiles. { type = "offshore-pump", name = "lava-pump", icon ...
by memcallen
Thu Jan 14, 2016 8:31 pm
Forum: Modding help
Topic: 'Given force is not valid'
Replies: 8
Views: 10949

Re: 'Given force is not valid'

.die() doesn't work properly, but I ended up just spawning a medium-explosion entity. It contains the sound and everything.
by memcallen
Thu Jan 14, 2016 1:55 am
Forum: Modding help
Topic: 'Given force is not valid'
Replies: 8
Views: 10949

Re: 'Given force is not valid'

...

After testing it, it does the same thing as .die(), how can I make it explode?
by memcallen
Thu Jan 14, 2016 1:34 am
Forum: Modding help
Topic: 'Given force is not valid'
Replies: 8
Views: 10949

'Given force is not valid'

I'm trying to make one of my entities explode when something happens (currently, placing), but I can't figure out how to make it explode. I tried grenades, but those kill the player as well. entity.die() doesn't work because it doesn't produce the explosion. And entity.damage doesn't work because th...
by memcallen
Tue Jan 12, 2016 8:21 pm
Forum: Modding help
Topic: How do I make a throwable light source?
Replies: 2
Views: 6176

Re: How do I make a throwable light source?

Thanks, it works now.
by memcallen
Mon Jan 11, 2016 6:20 pm
Forum: Modding help
Topic: How do I make a throwable light source?
Replies: 2
Views: 6176

How do I make a throwable light source?

I'm trying to make a glow stick for my mod, but I can't make it 'do nothing'. I tried an empty quote mark, but the game just crashes. { type = "projectile", name = "glowstick", flags = {"not-on-map"}, acceleration = 0.005, action = { { type = "direct", action_...
by memcallen
Sat Jan 09, 2016 11:29 pm
Forum: Modding help
Topic: Draw buildings under cars and players
Replies: 14
Views: 25219

Re: Draw buildings under cars and players

Another, fairly hacky solution is creating a decorative entity with the image, and make the combinator have a clear sprite. Then spawn the decoration and destroy it depending on when your pressure plate is placed/broken (in the control.lua).
by memcallen
Sat Jan 09, 2016 5:32 pm
Forum: Modding help
Topic: Draw buildings under cars and players
Replies: 14
Views: 25219

Re: Draw buildings under cars and players

I know for decoratives, you can do 'render_layer = "decorative" ', although I'm not sure if it would work with a constant combinator. Here's the link for the different types of render layers, https://forums.factorio.com/wiki/inde ... enderLayer
by memcallen
Wed Jan 06, 2016 8:20 pm
Forum: Modding help
Topic: What is surface.find_entities centered around?
Replies: 6
Views: 14689

Re: What is surface.find_entities centered around?

I got it to work, if anyone needs help: script.on_event(defines.events.on_tick, function(event) local X = game.player.position.x local Y = game.player.position.y local entrance = game.surfaces["nauvis"].find_entities_filtered{area = {{X,Y},{X,Y}}, name= "Cave-Entrance"} if (globa...
by memcallen
Wed Jan 06, 2016 8:11 pm
Forum: Modding help
Topic: entity.destroy not working.
Replies: 9
Views: 21979

Re: entity.destroy not working.

Ok I didn't know there was a different, I thought it was just a convenience variable
by memcallen
Wed Jan 06, 2016 6:29 pm
Forum: Modding help
Topic: entity.destroy not working.
Replies: 9
Views: 21979

Re: entity.destroy not working.

I have a temp file for code I might need in the future, but never use. Also you do --[[ and --]] (start/end, respectively) to comment out large sections of code ( here ). Also, instead of using the destroyed boolean you could use v.valid script.on_event(defines.events.on_chunk_generated, function(ev...
by memcallen
Wed Jan 06, 2016 6:24 pm
Forum: Modding help
Topic: Is creating new surfaces implemented?
Replies: 14
Views: 26114

Re: Is creating new surfaces implemented?

@jorgenRe, what I plan to do is check when my entrance is auto-genned, if there's a chasm/lava where the player would spawn and if there is, move the entrance to somewhere that it won't affect the player. This would all happen in on_chunk_generated, so the player would never see it happen. You can u...

Go to advanced search