Search found 30 matches

by SLywnow
Sun Nov 27, 2022 8:12 pm
Forum: Modding discussion
Topic: Priority of loading mods
Replies: 2
Views: 766

Priority of loading mods

How about adding priority downloads to json mods? I often make forks of mods or addons, and sometimes the author uses the last stage of loading for the main code and my mod simply does not see the necessary prototypes or smth else. What if it were or as in rimworld - the json specifies the mods that...
by SLywnow
Wed Dec 23, 2020 3:30 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Crash adding custom menu simulation (ScriptRenderAnimation::getCurrentFrame)
Replies: 4
Views: 2623

Re: Problem with menu simulations

Game is crashing, thats our fault, so moving to bug reports Please attach the whole mod and save games etc. I dont think so, because another mods with this works well But np, that only mod i use (i remove all saves and mods for tests) https://drive.google.com/file/d/1dN2Ig6DzPfGErdt1KbFeUdw-veZJFr9...
by SLywnow
Wed Dec 23, 2020 2:52 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Crash adding custom menu simulation (ScriptRenderAnimation::getCurrentFrame)
Replies: 4
Views: 2623

[Rseding91] Crash adding custom menu simulation (ScriptRenderAnimation::getCurrentFrame)

I try to add my own level to menu, i do it like in base mod or in another mods of this, but in 95% my game crashes with this: 52.275 Factorio initialised 52.320 Steam Storage Quota: 4454/4768 52.353 Error CrashHandler.cpp:480: Exception Code: c0000005, Address: 0x00007ff75455959f ModuleBase: 0x00007...
by SLywnow
Thu Dec 17, 2020 6:10 am
Forum: Modding help
Topic: Creating map for menu
Replies: 0
Views: 650

Creating map for menu

I want to add my simulation to the menu.
I imported the map from the standard set, changed it as I needed and added it back removing everything except level.dat
However, when game try to show my simulation, it just crashes, which may be the problem?
by SLywnow
Fri Nov 13, 2020 2:04 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99832

Re: Friday Facts #363 - 1.1 is getting close

Wow, I just want to say that the new lighting system is awesome! I think that when creating new objects in the mod, we will need to specify a new sprite layer. However, I do not yet understand how we will specify the color of light and its intensity.
by SLywnow
Sun Nov 01, 2020 1:15 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79810

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Can I use mods/scripts to add my own scenes to the menu? I think many global mods would really like to do this. Either I, as the creator of modpacks, would like to display in the menu what my modpack contains.
by SLywnow
Sun Sep 06, 2020 5:55 pm
Forum: Modding help
Topic: Getting the resources required for carft
Replies: 2
Views: 768

Getting the resources required for carft

Is there an easy way to get all the initial resources that are required for crafting? Not "iron plate" or "battery", and how much iron, oil, etc needed for crafting? Or can I only find them after 1000 "for"? I only need to get the original resources, which are written, ...
by SLywnow
Thu Sep 03, 2020 12:32 am
Forum: Ideas and Suggestions
Topic: Help button
Replies: 2
Views: 843

Re: Help button

+1 ;)
by SLywnow
Thu Sep 03, 2020 12:26 am
Forum: Ideas and Suggestions
Topic: Custom rail type
Replies: 4
Views: 1393

Custom rail type

TL;DR The ability to specify a separate type of rails and then select the type in the train and cars. Why? At the moment, the rails are rails, you can change the appearance, and that's it. But why not add the ability to choose which tracks the train can go on? Specifically, I am interested in this ...
by SLywnow
Wed Sep 02, 2020 9:25 pm
Forum: Modding help
Topic: Train restriction
Replies: 2
Views: 936

Train restriction

I want to make my own mode of transport based on the train. The main problem is that I need that my transport could not ride on the rails from the original game, but only on mine, and accordingly the train from the original game could not ride on my rails, it is desirable not to come into conflict w...
by SLywnow
Sat Aug 22, 2020 9:04 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

Qon wrote: ↑
Fri Aug 21, 2020 7:24 am
Also tell us when the mod is released ;)
https://mods.factorio.com/mod/dyson-sphere
by SLywnow
Fri Aug 21, 2020 12:02 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

I can't speak for the others, of course, but I'm not opposed to that idea -- thanks for the offer! Also, perhaps you should include the link after all. I don't speak much Russian (just some faint memories from school way back in the past, and I don't know about Qon and Yoyobuae. But this is a forum...
by SLywnow
Fri Aug 21, 2020 12:43 am
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

You could use the rendering class . For example, I use this code in Thank you again, i complete code part (maybe i add new items or technologies, but I won't change anything else in control.lua) With Rendering class i made animation with light and text, it's really useful https://sun9-29.userapi.co...
by SLywnow
Thu Aug 20, 2020 2:35 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

You could use the rendering class . For example, I use this code in GCKI to put a key-icon on locked vehicles in ALT-mode: -- Set icon if not v.entity.active then v.lock_icon = rendering.draw_sprite{ sprite = "GCKI_locked-icon", target = v.entity, target_offset = {0, -0.5}, surface = v.en...
by SLywnow
Thu Aug 20, 2020 1:38 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

There's that sweet new feature in Factorio where you can use <CTRL>+<SHIFT>+>F> on an entity to see its prototype data. Use that for debugging! It will show you the real prototype data, which aren't fully available in the data stage. Thank you, I didn't know about it And last problem... How to scal...
by SLywnow
Thu Aug 20, 2020 1:35 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

Pi-C wrote: ↑
Thu Aug 20, 2020 12:55 pm
You'll print out the number of remaining generators, not the number of removed ones! Yes, it's just a debugging message of no real consequence. But it may
That was my goal to debugging. Is count of entities inside array same as my count value
by SLywnow
Thu Aug 20, 2020 12:18 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

game.players[1].print("placed "..global.generators_count .." arr " .. #global.generators) You can't use #global.generators on tables that are not lists (list = contiguous integers keys starting from 1 only) and expect the count. You can use table_size(global.generators) Read doc...
by SLywnow
Thu Aug 20, 2020 12:06 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

local entities = surface.find_entities_filtered{name = "whatever"} or {} local store = {} for _, entity in ipairs(entities) do if entity.unit_number then store[unit_number] = entity else local id = script.register_on_entity_destroyed(entity) store[id] = entity end end Still not work funct...
by SLywnow
Thu Aug 20, 2020 7:39 am
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

Say, this looks suspicious! Thank you for your clarification Now i can find my fail I tried to use this for _, entity in pairs(global.things_I_care_about) do Instead of this for entity, _ in pairs(global.things_I_care_about) do Before that, I thought that the first code was just a template for call...
by SLywnow
Thu Aug 20, 2020 2:21 am
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 8074

Re: How to get current surface and all entities with some name?

I try to make this, and... it's work, partially... If i copy-paste your code, the game says that the boolean type doesn't have a valid (well, it was to be expected), so I store it like this: global.generators[entity] = entity But in that case the array is not being updated, I tried to understand ho...

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