Search found 58 matches
- Wed Jan 27, 2021 5:44 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
Re: ss_Baum's questions
You will need to call get_max_transport_line_index() on the entity, then for each line call get_transport_line(index) to get the transport lines. From there you can get the #length of the line, which tells you how many items are on it, then loop through that to get the item stack. It's a relatively...
- Wed Jan 27, 2021 5:05 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
- Wed Jan 27, 2021 4:09 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
Re: ss_Baum's questions
One question a day is no question a day.
Does anyone have an Idea, if it is possible to change the speed of a belt entity?
I mean probably not, but than I have to create about 30 prototypes for the different speeds.
Does anyone have an Idea, if it is possible to change the speed of a belt entity?
I mean probably not, but than I have to create about 30 prototypes for the different speeds.
- Wed Jan 27, 2021 3:15 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
Re: ss_Baum's questions
I just figured it out myself, it was electric_input_flow_limit. But getting more data from print's would still be nice.
- Wed Jan 27, 2021 3:01 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
Re: ss_Baum's questions
Well, new day, new question. How do I get the max energy usage of an entity. I can't figure it out with serpent.block print. I know, how to get the current energy usage, but I also need the max possible. It also would later be possible, to get it from the gui, but there I also need to set the max en...
- Wed Jan 27, 2021 11:50 am
- Forum: Modding help
- Topic: Detect un-research in editor
- Replies: 6
- Views: 1422
Re: Detect un-research in editor
I actually never realized an un-research button, but I never really used the map editor.
But I think a button belongs to a GUI, so maybe this on_gui_click could work https://lua-api.factorio.com/latest/eve ... _gui_click
But I think a button belongs to a GUI, so maybe this on_gui_click could work https://lua-api.factorio.com/latest/eve ... _gui_click
- Wed Jan 27, 2021 10:07 am
- Forum: Modding help
- Topic: Detect un-research in editor
- Replies: 6
- Views: 1422
Re: Detect un-research in editor
If you do this with the console you could mayby use on_console_command
https://lua-api.factorio.com/latest/eve ... le_command
but I think that just works in a running game, but I am not sure
https://lua-api.factorio.com/latest/eve ... le_command
but I think that just works in a running game, but I am not sure
- Tue Jan 26, 2021 6:16 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
Re: ss_Baum's questions
I can't figure out the ID of an object created with create_object. https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number probably? You may want to look at the stop-events.lua in the LTN mod sources. Their station is compound entity consisting of the train stop and two lamps. Very...
- Tue Jan 26, 2021 5:42 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
Re: ss_Baum's questions
I tried it with windows powershell, but I didn't get any prints. Do you use steam version? Steam version relaunches itself through steam, so it may lose connection to the terminal. Try DRM-free version from the Factorio site, as mentioned in that forum thread. Anyway, there is a log() function that...
- Tue Jan 26, 2021 5:05 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 6223
ss_Baum's questions, now:Add circuit network condition
Hi everyone, because I asked two questions in two days and because I won't flood this forum I have decided to create a topic, that contains all of my future, simple ore more advanced questions. Today's question: Add circuit network condition Is there a way to add a circuit network condition ore do I...
- Tue Jan 26, 2021 11:41 am
- Forum: Modding help
- Topic: Limit to entity size?
- Replies: 8
- Views: 1822
Re: Limit to entity size?
Of course, but you maybe have to think about the animations. I am not sure because I never created one. I am still in the learning phase. But If I understood it right, the animation pictures are all in one spreadsheet. So this could mean less animations eq more resolution. So if you want to have 32 ...
- Tue Jan 26, 2021 11:28 am
- Forum: Modding help
- Topic: Add prototype definition?
- Replies: 6
- Views: 1375
Re: Add prototype definition?
Actually one more question, because I can't place to entities at the same time (I think) I probably have to use create_entity in my control.lua. Is there a special thing I have to consider? Like should I use the target definition for the create entity? API I used: https://lua-api.factorio.com/latest...
- Tue Jan 26, 2021 9:33 am
- Forum: Modding help
- Topic: Add prototype definition?
- Replies: 6
- Views: 1375
Re: Add prototype definition?
Thank you for your fast reply.
- Tue Jan 26, 2021 9:29 am
- Forum: Modding help
- Topic: Limit to entity size?
- Replies: 8
- Views: 1822
Re: Limit to entity size?
I read something about a limit for the sprite picture size. So at some point there could be the problem, that the entity looks bad. But I think it was about 8192 px ore something like this.
https://wiki.factorio.com/Types/Sprite#size the point size.
https://wiki.factorio.com/Types/Sprite#size the point size.
- Tue Jan 26, 2021 9:24 am
- Forum: Modding help
- Topic: Add prototype definition?
- Replies: 6
- Views: 1375
Add prototype definition?
Just a short question.
Is it possible to add a prototype definition to a prototype like energy-usage to a belt?
Or do I have to create a ElectricEnergyInterface that is placed on the same position of the original entity, so that there are two entities placed.
Is it possible to add a prototype definition to a prototype like energy-usage to a belt?
Or do I have to create a ElectricEnergyInterface that is placed on the same position of the original entity, so that there are two entities placed.
- Mon Jan 25, 2021 5:24 am
- Forum: Modding help
- Topic: Bus Mod
- Replies: 3
- Views: 830
Re: Bus Mod
Ok, I have decided to discard this Idea, at least in the way I planned it. It would probably be possible with loaders and chests, but it doesn't add that much possibilities to the game, so it isn't worth that much time. I will probably modify normal belts, so that you can change the Speed and need e...
- Sun Jan 24, 2021 11:07 am
- Forum: Modding help
- Topic: Bus Mod
- Replies: 3
- Views: 830
Re: Bus Mod
You cannot create new prototypes, you have to work with the ones we have. Fortunately, the linked-belt prototype can do what you want. Make a linked-belt connecting the multiple input to the multiple output, and everything works. An advanced solution is to run the linked-belt along a separate surfa...
- Sat Jan 23, 2021 10:26 pm
- Forum: Modding help
- Topic: Bus Mod
- Replies: 3
- Views: 830
Bus Mod
Hi everyone, I would like to create a Mod, that creates a Bus with multiple belt inputs and one output and of course the same reverse. I don't have any experience with modding factorio, so I would like to start with this. I already figured out, that I need to use an already existing prototype, that ...