Search found 193 matches

by Bizobinator
Mon Apr 17, 2017 10:24 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319233

Re: [MOD 0.13.17+] Rampant - 0.14.12

Excellent mod! It's definitely keeping me on my toes. A question: Right now, I'm playing With Natural Evolution (all mods), which is making the aliens spread like kudzu all over the map. Does Rampant do that as well? In my next game, I want Rampant's difficulty, but I don't want to insane level of b...
by Bizobinator
Sun Apr 16, 2017 1:21 am
Forum: Modding help
Topic: Train power & efficiency?
Replies: 1
Views: 799

Train power & efficiency?

With a train (& any vehicle really), it has a power rating and, under the burner/power source, it has an efficiency value. So, my question is: is the power rating the net/output power (after the efficiency has been applied), or is that the fuel consumption power rate (& the power delivered t...
by Bizobinator
Wed Apr 12, 2017 1:11 am
Forum: Modding help
Topic: Gif to sprite sheet?
Replies: 4
Views: 1678

Gif to sprite sheet?

How do I turn a gif into a sprite sheet? Or, rather, a series of images into a sprite sheet (instead of using Blender and the Python script)?
by Bizobinator
Mon Apr 10, 2017 10:22 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313545

Re: [0.12.x][v0.12.10] Bob's Logistics mod

It's basically just a copy of what you have in your power armor. As a general rule, I only use prototypes as they are available in the base game. If the game allows you to define a prototype to do something, I do it. if it doesn't, I don't. Since there exists a personal roboport to use construction...
by Bizobinator
Sun Apr 09, 2017 10:57 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313545

Re: [0.12.x][v0.12.10] Bob's Logistics mod

ukezi wrote:yes they care personal roboprots in a vehicle.
Yes, I know that. I've got the vehicular roboports in the vehicle. What I'm wondering is "Can the vehicle use logistic bots in its inventory to distribute other items in its inventory to requestors within range?"
by Bizobinator
Sun Apr 09, 2017 12:57 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313545

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Do the vehicle roboports not service/deploy logistic robots? Only construction?
by Bizobinator
Sat Apr 08, 2017 12:07 am
Forum: Modding help
Topic: Trains & efficiencies?
Replies: 0
Views: 440

Trains & efficiencies?

Does the "effectivity" parameter affect the efficiency of a train's burner (when used in a train entity)?
by Bizobinator
Sun Apr 02, 2017 5:11 pm
Forum: Modding help
Topic: icon not displaying?
Replies: 9
Views: 2695

Re: icon not displaying?

pictures have to be the right size, else they get cropped. :D Icons = 32x32 px Yeah, that seems to be the source of it, but it's having issues still >_<. So, when I make the icon *.png file 32x32 pixels, the mod crashes on load-up, saying that it's trying to access the 64x64 loc. But, if I make the...
by Bizobinator
Sat Apr 01, 2017 8:59 pm
Forum: Modding help
Topic: item group bugged out?
Replies: 3
Views: 854

Re: item group bugged out?

The crafting category is added to recipes and entities (assembly-machines, furnaces) and determines which recipe can be produced in a certain machine. The group type creates an extra tab in the crafting/item menu. The subgroup type creates a row in a certain group. Subgroups can be set to items and...
by Bizobinator
Sat Apr 01, 2017 6:05 pm
Forum: Modding help
Topic: icon not displaying?
Replies: 9
Views: 2695

icon not displaying?

I've created an icon to use in my mod, but it shows up blank. However, the picture isn't blank (though it does have a transparent background). Even pulling it up in Windows picture viewer shows the picture.

What did I do wrong? :P

Here's the picture:
air-horn.png
air-horn.png (131.29 KiB) Viewed 2695 times
by Bizobinator
Sat Apr 01, 2017 6:00 pm
Forum: Modding help
Topic: item group bugged out?
Replies: 3
Views: 854

item group bugged out?

I'm creating a mod with a separate crafting category. Is that done with the type = item-group? B/c it's showing up under a category called "unsorted" instead o_O
by Bizobinator
Mon Mar 27, 2017 7:14 pm
Forum: Modding help
Topic: click event
Replies: 7
Views: 2060

Re: click event

Yeah. I've read a bit of the code in a different mod. So, with that event, is it possible to, in between the starting to place & the entity being created, to have some code that stops the entity placement (& thus keeps the item in hand)? Yes: https://github.com/Suprcheese/Orbital-Ion-Cannon...
by Bizobinator
Sun Mar 26, 2017 6:46 pm
Forum: Modding help
Topic: click event
Replies: 7
Views: 2060

Re: click event

Is there an event that fires whenever a player clicks? Nope, there is no event for this. Or, even better, when a player clicks with a given item in their selection hand? There is, however, an event for this: http://lua-api.factorio.com/latest/events.html#on_put_item Yeah. I've read a bit of the cod...
by Bizobinator
Fri Mar 24, 2017 9:33 pm
Forum: Modding help
Topic: click event
Replies: 7
Views: 2060

click event

Is there an event that fires whenever a player clicks? Or, even better, when a player clicks with a given item in their selection hand?
by Bizobinator
Thu Mar 23, 2017 10:16 pm
Forum: Modding interface requests
Topic: Turret target list
Replies: 8
Views: 2361

Re: Turret target list

pawners, worms, and buildings Compared to what? That's pretty much all turrets target now. "turrets that specifically target spawners, worms, and buildings" I think the original meaning was exclusive, i.e. spawners, worms or buildings. A list of entities the turret will attack, so you cou...
by Bizobinator
Sun Mar 19, 2017 7:17 pm
Forum: Modding help
Topic: anti-nest/base turret
Replies: 8
Views: 2549

Re: anti-nest/base turret

Hmm... Adil, what way did you have in mind? I read up on the bomber tutorial, & I think it'll definitely help me. But, is there a command that makes a turret attack a specific entity?
by Bizobinator
Sun Mar 19, 2017 4:33 pm
Forum: Modding interface requests
Topic: Turret target list
Replies: 8
Views: 2361

Re: Turret target list

pawners, worms, and buildings Compared to what? That's pretty much all turrets target now. "turrets that specifically target spawners, worms, and buildings" I think the original meaning was exclusive, i.e. spawners, worms or buildings. A list of entities the turret will attack, so you cou...
by Bizobinator
Sun Mar 19, 2017 4:31 pm
Forum: Modding interface requests
Topic: Turret target list
Replies: 8
Views: 2361

Re: Turret target list

pawners, worms, and buildings Compared to what? That's pretty much all turrets target now. Well, right now, the turrets attack anything that's enemy within their range. When I said the above, I meant as something that would only target those while ignoring bitters, spitters, enemy players, or enemy...
by Bizobinator
Sat Mar 18, 2017 8:21 pm
Forum: Modding interface requests
Topic: Turret target list
Replies: 8
Views: 2361

Re: Turret target list

Shameless post to bring it back up to the top of the list so people might see it again.

:/
by Bizobinator
Tue Mar 14, 2017 11:34 pm
Forum: Modding interface requests
Topic: Turret target list
Replies: 8
Views: 2361

Re: Turret target list

Is this actually something that's already being included in the .15 update?

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