Search found 1264 matches
- Thu Feb 02, 2017 12:23 am
- Forum: Modding discussion
- Topic: "serverside" mods - seeing them more and more often.
- Replies: 8
- Views: 4759
Re: "serverside" mods - seeing them more and more often.
That's an American alt-worm.
- 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).
- 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
- 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
https://raw.githubusercontent.com/auber ... r/data.raw
- 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
- 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!!
- 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...
- 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
EDIT: Solution posted here: viewtopic.php?f=25&t=40658
- 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...
- 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?
Could it be used to request other things - such as items for normal slots?
- 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.
- 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?
- Wed Feb 01, 2017 11:32 pm
- Forum: Modding help
- Topic: Antigrief
- Replies: 2
- Views: 1220
Re: Antigrief
Something like this? https://mods.factorio.com/mods/lux/dont_touch_my_stuff
- 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).
- 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.
- 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).
As for closing entity GUI, I think you could possibly deselect the entity (something like `player.selected = nil` but haven't tried).
- 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
- 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
- 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...
- 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