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by aubergine18
Thu Feb 02, 2017 12:20 am
Forum: Modding discussion
Topic: GUI modification
Replies: 8
Views: 4098

Re: GUI modification

It would be great if we could create a custom GUI in place of hidden vanilla GUI element (eg. hide normal equipment bar and replace with our own custom implementation).
by aubergine18
Thu Feb 02, 2017 12:17 am
Forum: Modding discussion
Topic: [Solved]Export Game Event Data and Players to Log File again
Replies: 11
Views: 3855

Re: [Solved]Export Game Event Data and Players to Log File again

FYI, if you want to very quickly log events without any coding, you can use Mooncat's "Creative Mode" mod - it has a set of options to display events in-game and also log them to disk for later review, etc. https://mods.factorio.com/mods/Mooncat/creative-mode
by aubergine18
Thu Feb 02, 2017 12:14 am
Forum: Modding discussion
Topic: [List] All 146 prototype types in 0.14.13
Replies: 6
Views: 4302

Re: [List] All 146 prototype types in 0.14.13

You could also just log the whole data.raw in to text file and then use text editor to search. Example uploaded to github (code used in first lines of file):

https://raw.githubusercontent.com/auber ... r/data.raw
by aubergine18
Thu Feb 02, 2017 12:11 am
Forum: Modding help
Topic: A way to change Stats for Units in game?
Replies: 5
Views: 1653

Re: A way to change Stats for Units in game?

Perfect! That will make my code much nicer :D
by aubergine18
Thu Feb 02, 2017 12:09 am
Forum: Modding help
Topic: wtf is item-request-proxy
Replies: 9
Views: 3721

Re: wtf is item-request-proxy

Awesome, thanks!!
by aubergine18
Thu Feb 02, 2017 12:03 am
Forum: Modding help
Topic: Require location adjacent to water?
Replies: 9
Views: 3101

Re: Require location adjacent to water?

I've done something like this with my bridge mod (not yet released)... I defined a custom offshore-pump entity, and then listen for the events when it's placed and then replace the offshore pump with the actual entity (in my case the ramp at the end of a bridge). You can use the .orientation (or .ro...
by aubergine18
Wed Feb 01, 2017 11:59 pm
Forum: Modding help
Topic: Entity: Rotatable arrows
Replies: 2
Views: 1123

Re: Entity: Rotatable arrows

Sounds like a bug - report here: viewforum.php?f=7

EDIT: Solution posted here: viewtopic.php?f=25&t=40658
by aubergine18
Wed Feb 01, 2017 11:56 pm
Forum: Modding help
Topic: Need some advice/tips for making my first mod
Replies: 8
Views: 2237

Re: Need some advice/tips for making my first mod

Look at any of the mods in the portal - most define entities (often they will have several files in a /prototypes folder, and then the data.lua includes those files). You will often need recipes and items as well. Also, it's worth reading this to get an idea of how everything fits together: http://l...
by aubergine18
Wed Feb 01, 2017 11:53 pm
Forum: Modding help
Topic: wtf is item-request-proxy
Replies: 9
Views: 3721

Re: wtf is item-request-proxy

So when doing it for ammo, for example, what would the syntax be (I assume it wouldn't be using the "modules" property in the table passed to create_entity)? Use "ammo" instead or something else?

Could it be used to request other things - such as items for normal slots?
by aubergine18
Wed Feb 01, 2017 11:43 pm
Forum: Modding help
Topic: Reviving ghosts that overlap seems to have odd behavior
Replies: 1
Views: 640

Re: Reviving ghosts that overlap seems to have odd behavior

From vague memory you have to put them either on different layers (render_layer or something like that?) or at least make sure they are not on a ground layer. Been a while since I played with that but hopefully it will help you find solution.
by aubergine18
Wed Feb 01, 2017 11:40 pm
Forum: Modding help
Topic: quantity on sprite button
Replies: 2
Views: 909

Re: quantity on sprite button

Did you ever find solution to this?
by aubergine18
Wed Feb 01, 2017 11:32 pm
Forum: Modding help
Topic: Antigrief
Replies: 2
Views: 1220

Re: Antigrief

by aubergine18
Wed Feb 01, 2017 11:26 pm
Forum: Modding help
Topic: A way to change Stats for Units in game?
Replies: 5
Views: 1653

Re: A way to change Stats for Units in game?

Is there a programatical way to do a fast replace? (The only way I know of currently is to make a copy of entity settings in a table, delete entity, place new entity, apply the stored settings).
by aubergine18
Wed Feb 01, 2017 11:24 pm
Forum: Modding help
Topic: No ghost on entity death
Replies: 1
Views: 716

Re: No ghost on entity death

IIRC there's a "not-repairable" flag you can define on entity prototypes - if false, ghosts don't appear on destroy.
by aubergine18
Wed Feb 01, 2017 11:17 pm
Forum: Modding help
Topic: entity gui always above of player.center gui ?
Replies: 2
Views: 793

Re: entity gui always above of player.center gui ?

Not currently, the layering is hard-coded.

As for closing entity GUI, I think you could possibly deselect the entity (something like `player.selected = nil` but haven't tried).
by aubergine18
Wed Feb 01, 2017 10:50 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Recipe Finder
Replies: 4
Views: 2081

Re: [Request] Recipe Finder

Is the "What's it used for?" mod of any use for your requirements? https://mods.factorio.com/mods/MrDoomah ... t-used-for
by aubergine18
Wed Feb 01, 2017 10:24 pm
Forum: Implemented mod requests
Topic: New GUI element: select-a-signal
Replies: 10
Views: 3614

Re: New GUI element: select-a-signal

+1 to this:
Rseding91 wrote:What I might be able to do is give access to the "choose-X" widgets we have.
  • ChooseEntityButton
  • ChooseItemButton
  • ChooseSignalButton
by aubergine18
Wed Feb 01, 2017 10:22 pm
Forum: Modding help
Topic: Modding Info References
Replies: 15
Views: 25000

Re: Modding Info References

When changing .lua files, you don't need to exit whole app, you can just load or start new game as Lua files are loaded fresh each time (unlike sprites which are loaded when app is first launched). When playtesting, you can make Factorio load faster by caching sprites.... Config settings: https://ww...
by aubergine18
Wed Feb 01, 2017 10:17 pm
Forum: Modding interface requests
Topic: Custom bonuses
Replies: 1
Views: 1564

Re: Custom bonuses

Partially related: Ability to define custom bonus equipment types: viewtopic.php?f=28&t=35324

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