Search found 193 matches
- 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...
- 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...
- 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)?
- 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...
- 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
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?"ukezi wrote:yes they care personal roboprots in a vehicle.
- 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?
- 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)?
- 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...
- 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...
- 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?
Here's the picture:
What did I do wrong?
Here's the picture:
- 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
- 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...
- 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...
- 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?
- 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...
- 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?
- 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...
- 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...
- 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.
:/
:/
- 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?