Search found 199 matches
- Wed Jul 27, 2016 9:29 am
- Forum: Modding help
- Topic: Is Factorio v0.13 'relaxed' on the Product structure?
- Replies: 2
- Views: 827
Re: Is Factorio v0.13 'relaxed' on the Product structure?
if product or ingredient type are missing, is equal 0 or item
- Mon Jul 25, 2016 10:16 am
- Forum: Mod portal Discussion
- Topic: Bug on FactorioMods Site
- Replies: 7
- Views: 3160
Bug on FactorioMods Site
We can add some screenshot
when you click on the thumbnail that does not grow
if you just click on the link information after the image appears
for remove the image
click thumbnail
click information
when you click on the thumbnail that does not grow
if you just click on the link information after the image appears
for remove the image
click thumbnail
click information
See the screenshot
- Sun Jul 24, 2016 9:41 am
- Forum: Modding help
- Topic: Parsing recipes subgroups ?
- Replies: 2
- Views: 1280
Re: Parsing recipes subgroups ?
loop on all recipes and build group and subgroup tables. @see https://github.com/Helfima/helmod/blob/master/player/playerController.lua ------------------------------------------------------------------------------- -- Return recipe groups -- -- @function [parent=#PlayerController] getRecipeGroups -...
- Sat Jul 23, 2016 2:12 am
- Forum: Modding help
- Topic: Using classes and heritage in the lua code
- Replies: 0
- Views: 657
Using classes and heritage in the lua code
Yo, in your lua code you can use classes. i like this and i mean simplify the code u can copy this https://github.com/Helfima/helmod/blob/master/core/class.lua in your mode. see the sample to learn how use it https://github.com/Helfima/helmod/blob/master/test.lua (if you use eclipse download Lua Dev...
- Fri Jul 22, 2016 10:09 am
- Forum: Modding help
- Topic: force.recipes different by force ?
- Replies: 3
- Views: 988
Re: force.recipes different by force ?
Returns all recipes even hidden
- Mon Jul 11, 2016 12:47 pm
- Forum: Modding help
- Topic: [0.13] Checkbox style
- Replies: 11
- Views: 3797
- Fri Jul 08, 2016 3:07 pm
- Forum: Modding help
- Topic: [0.13] Checkbox style
- Replies: 11
- Views: 3797
Re: [0.13] Checkbox style
sorry last day i m so tired and i no explained i make a quite response (i'm working) it's not the path of image, it's a key "<element_type>/<element_name>" for exemple "item/iron-steel" is the key for iron steel element but for recipe it's particular, u must check if the name exi...
- Fri Jul 08, 2016 9:19 am
- Forum: Modding help
- Topic: Item Group Icon Size
- Replies: 3
- Views: 1528
Re: Item Group Icon Size
i mean the same problem viewtopic.php?f=25&t=28052
- Thu Jul 07, 2016 2:10 pm
- Forum: Modding help
- Topic: how to know if item has inventory (ItemWithInventory ) ?
- Replies: 2
- Views: 1112
Re: how to know if item has inventory (ItemWithInventory ) ?
u can catch the exception with pcall
Code: Select all
local ok , err = pcall(function()
--the code to get_inventory
end)
if not ok then
--code when error
else
--code when ok
end
- Thu Jul 07, 2016 12:03 pm
- Forum: Modding help
- Topic: Why is this code make my scrip hang?
- Replies: 3
- Views: 1116
Re: Why is this code make my scrip hang?
if u want run something at interval u can use this
Code: Select all
function proxy_tick(event)
if game.tick % 60 == 0 then
--TODO something
end
end
script.on_event(defines.events.on_tick, proxy_tick)
- Thu Jul 07, 2016 11:43 am
- Forum: Modding help
- Topic: [0.13] Checkbox style
- Replies: 11
- Views: 3797
Re: [0.13] Checkbox style
now we must use sprite button http://lua-api.factorio.com/0.13.6/LuaG ... ent.sprite
it's ok for item/recipe but wait 0.13.6 for more supported type viewtopic.php?f=11&t=28390#p180308
when it's ready i write the solution
it's ok for item/recipe but wait 0.13.6 for more supported type viewtopic.php?f=11&t=28390#p180308
when it's ready i write the solution
- Thu Jul 07, 2016 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Checkbox style
- Replies: 7
- Views: 2675
Re: [0.13] Checkbox style
excellent, i like this sprite button
- Thu Jul 07, 2016 12:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Checkbox style
- Replies: 7
- Views: 2675
Re: [0.13] Checkbox style
thx for the response kovarex i try loop on recipes and item group. i have try it, it s ok but it's not ready for item-group and the button are created when the error "Unknown type" , me i can escape error for create a text button but that create a shadow button for another developper the i...
- Wed Jul 06, 2016 8:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Checkbox style
- Replies: 7
- Views: 2675
Re: [0.13] Checkbox style
I have add screenshot in factorio version
- Wed Jul 06, 2016 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Checkbox style
- Replies: 7
- Views: 2675
[0.13] Checkbox style
I have search and try many solutions,i mean is a bug because in 0.12 is OK my icon in the checkbox are splitted @see https://forums.factorio.com/viewtopic.php?f=25&t=28052 http://images.akamai.steamusercontent.com/ugc/269470916072071602/2FC7AD928108175FA9BF7AA547865A56E1581B5C/ http://images.aka...
- Wed Jul 06, 2016 1:54 pm
- Forum: Modding help
- Topic: [0.13] Checkbox style
- Replies: 11
- Views: 3797
Re: [0.13] Checkbox style
hum i have deleted crop-cache.dat in the first time but not ok
- Wed Jul 06, 2016 8:15 am
- Forum: Modding help
- Topic: [0.13] Checkbox style
- Replies: 11
- Views: 3797
Re: [0.13] Checkbox style
i have suppressed the AppData\Roaming\Factorio folder but no change
- Sun Jul 03, 2016 12:56 pm
- Forum: Modding help
- Topic: [0.13] Checkbox style
- Replies: 11
- Views: 3797
[0.13] Checkbox style
Hello i have un probleme on checkbox style, the image are splited see the attachement function simpleIcon(filename, width, height, scale, shift, position) return { filename = filename, width = width, height = height, scale = scale, shift = shift, x = position.x, y = position.y } end local function a...
- Tue Jun 28, 2016 11:52 am
- Forum: Modding help
- Topic: (RESOLVED) "game.players" help please
- Replies: 3
- Views: 1499
Re: "game.players" help please
Hi pair() return key,value ipair() return index,value Case1: if event.tick % update_com_count == 0 then for key, player in pairs(game.players) do if player.connected and player.character then UpdateUnitsCommands(key) end end end Case 2: function writeDebug(message) if NE_Buildings_Config.QCCode then...