Search found 123 matches

by sore68
Mon Jan 16, 2017 12:22 pm
Forum: Modding help
Topic: Cooldown Effect
Replies: 2
Views: 1066

Cooldown Effect

Hi
I am looking for an effect for sprite.
Is there any way to load an orange effect?
Or do you know the file location or code of the orange effect?
effect.png
effect.png (36.61 KiB) Viewed 1066 times
by sore68
Sat Dec 31, 2016 6:19 am
Forum: Mods
Topic: [MOD 0.12.21] Automatic Item Collector
Replies: 18
Views: 18863

Re: [MOD 0.12.21] Automatic Item Collector

f.14

Caution.
1. Only roboport built after mod is installed will be recognized.
2. If construction_radius > 100 -> fix 100
3. It requires develop [Automated construction] technology to be active.
4. Only action Shift+Z
Auto-Collect_0.0.3.zip
(2.02 KiB) Downloaded 185 times
by sore68
Thu Dec 29, 2016 4:16 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

Perhaps the next version? Or another mod.
gif_10fps
gif_33fps
- It only fire capsule yet. :)
by sore68
Mon Dec 26, 2016 7:06 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

http://i88.fastpic.ru/big/2016/1225/87/01cf313cddabb86b7672dcba82ef4a87.jpg You latest version 0.0.26 became conflict with Mod PredictabowlEnemies https://mods.factorio.com/mods/Predictabowl/PredictabowlEnemies I'll give you a revised version soon. :) Hey, just wanted to know is there a way to chan...
by sore68
Fri Dec 23, 2016 6:52 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

Good day! I've experienced an issue with this mod in multiplayer. Specifically with Howitzer range upgrade. What happened was: - I loaded the save game as host. - The mod posts a message that Howitzer range was been set to 200 (default). - A client attempts to join and the game desyncs. Unresearchi...
by sore68
Mon Dec 19, 2016 2:43 pm
Forum: Modding help
Topic: How do I import my personal roboport area?
Replies: 2
Views: 1001

Re: How do I import my personal roboport area?

Nexela wrote:Equipping a personal roboport attaches a logistic_cell to your character http://lua-api.factorio.com/latest/LuaLogisticCell.html
Oh! Thank you!! I missed [players.character]
This is what I was looking for. :D
by sore68
Mon Dec 19, 2016 9:45 am
Forum: Modding help
Topic: How do I import my personal roboport area?
Replies: 2
Views: 1001

How do I import my personal roboport area?

I would like to call the construction area of the robotic ports on the device or player. eq.png I made a code to load the equipment of the player armor. /c local p = game.player local equipments = p.get_inventory(defines.inventory.player_armor)[1].grid.equipment local range = 0 if equipments then fo...
by sore68
Mon Dec 19, 2016 9:32 am
Forum: Modding help
Topic: Rotate an image in a sprite
Replies: 8
Views: 2447

Re: Rotate an image in a sprite

Oh! Thank you for posts :D

I decided to make eight arrows.
I did not understand the diagonal and curves of the rails...(+Curved rails make eight in two sets.)
by sore68
Tue Dec 13, 2016 12:23 pm
Forum: Modding help
Topic: Rotate an image in a sprite
Replies: 8
Views: 2447

Rotate an image in a sprite

Hi~

I want to create a mode that gives direction.(ore compass)
I'm going to draw an arrow on the gui and the ground.

Do sprite have a command to rotate the image at a free angle? or need to register images in all directions?
by sore68
Sat Dec 03, 2016 8:23 am
Forum: Modding help
Topic: gui - radio button and sprite button
Replies: 8
Views: 2769

Re: gui - radio button and sprite button

The sprite in a sprite button does not cause the button to expand. Try adding style="my-button-style" to your button and define the style: data.raw["gui-style"]["default"]["my-button-style"] = { type = "button_style", parent = "button_style&quo...
by sore68
Fri Dec 02, 2016 3:16 pm
Forum: Modding help
Topic: gui - radio button and sprite button
Replies: 8
Views: 2769

Re: gui - radio button

A new problem has come to me. sb.png frame.add{type = "sprite-button", name = string.sub(frame.name, 1, 15)..ammo_name[1], sprite = "item/"..ammo_name[1]} s.png frame.add{type = "sprite", name = string.sub(frame.name, 1, 15)..ammo_name[1], sprite = "item/"..am...
by sore68
Fri Dec 02, 2016 3:05 pm
Forum: Modding help
Topic: gui - radio button and sprite button
Replies: 8
Views: 2769

Re: gui - radio button

You could make a suggestion for adding a group tag for radiobuttons. Every item with the same group name can only have one of the group selected and disables all other items of the group automatically. Greetings steinio Oh! That's what I was looking for! Can you explain a bit more about [adding a g...
by sore68
Fri Dec 02, 2016 1:55 pm
Forum: Modding help
Topic: gui - radio button and sprite button
Replies: 8
Views: 2769

Re: gui - radio button

prg wrote:...
Klonan wrote:...

Thanks for letting me know! :D
by sore68
Fri Dec 02, 2016 10:14 am
Forum: Modding help
Topic: gui - radio button and sprite button
Replies: 8
Views: 2769

gui - radio button and sprite button

Hi~ I make gui - radio buttons radio.png and code frame = player.gui.left.add{type="frame", name="at_request_button"} frame_table = frame.add{type="table", name="at_request_button", colspan = 1} frame_table.add{type = "radiobutton", name = "at_r...
by sore68
Thu Dec 01, 2016 3:46 pm
Forum: Mods
Topic: [MOD 0.12.21] Automatic Item Collector
Replies: 18
Views: 18863

Re: [MOD 0.12.21] Automatic Item Collector

f.14 Caution. 1. Only roboport built after mod is installed will be recognized. 2. Need to develop [Automated construction] technology. 3. This was not done the dirty test. 4. The larger the map, the greater the number of Roboports, the lower the frame. 5. Add on/off button 6. When start the game, i...
by sore68
Thu Dec 01, 2016 10:02 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

doktorstick wrote:Typos.

"Ston wall mk2"
"Ston wall mk3"

Oh! I got it! Thank you :D
by sore68
Thu Nov 24, 2016 10:57 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

also, on the more productive site, could you fulfill my biggest wish and add support for macromanaged turrets to this mod? i'll add the link here, integration and stuff is all listed there^^ would be an awesome addition, since it'll be way easier to automate everything :) I also would love to see n...
by sore68
Thu Nov 24, 2016 10:33 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

... ... How about use data-final-fixes.lua to loop through data.raw["capsule"] and add support to them automatically? :) Edit: hm... I just checked your code (so I know you haven't used data-final-fixes.lua), and found that your capsule tower is a little bit over complicated.... :shock: I...
by sore68
Thu Nov 24, 2016 6:51 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

Hi there! I've just downloaded this mod and when attempting to load a pre-existing save I got an error with the migrations script 0.0.16. Looking forward to trying the mod out! Cheers, Pedro Thank you for your bug report. And sorry. It is my insult. The migration is being modified. I'm sorry for th...
by sore68
Thu Nov 24, 2016 6:45 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63820

Re: [MOD 0.14.x] Additional-turret

Its it possible to implement modded capsules in the Capsule flower? That would be quite useful. Of course it is possible. mod.zip -> libs -> list_ammo.lua ammo_list = { capsules = { --vanilla --{item name, projectile name} {"grenade", "grenade"}, {"cluster-grenade", &q...

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