Search found 127 matches

by Pandemoneus
Thu Jun 01, 2017 6:01 pm
Forum: Modding help
Topic: Getting a list of all the power poles.
Replies: 2
Views: 886

Re: Getting a list of all the power poles.

You will want to use http://lua-api.factorio.com/latest/LuaS ... s_filtered with type = "electric-pole" and then use http://lua-api.factorio.com/latest/LuaE ... statistics.

If you need a code example, let me know.
by Pandemoneus
Mon May 29, 2017 9:40 pm
Forum: Modding help
Topic: I think I made an obvious mistake in control.lua
Replies: 4
Views: 1598

Re: I think I made an obvious mistake in control.lua

You should only really use game.player when the mod is meant for single player only.
Generally, you want to iterate over all players with

Code: Select all

for index, player in pairs(game.players) do
   ...
end
.
by Pandemoneus
Mon May 29, 2017 9:29 pm
Forum: Modding help
Topic: Recipes with 'or' ingredients
Replies: 2
Views: 999

Re: Recipes with 'or' ingredients

As Rseding said, you will have to make two separate recipes, one for coal and one for charcoal.
by Pandemoneus
Mon May 29, 2017 10:51 am
Forum: Modding help
Topic: list of buildings...
Replies: 13
Views: 3197

Re: list of buildings...

Read the full description of crafting_categories: http://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.crafting_categories crafting_categories :: dictionary string → boolean [Read-only] The crafting categories this entity supports. Only meaningful when this is a crafting-ma...
by Pandemoneus
Wed May 24, 2017 3:07 pm
Forum: Modding help
Topic: What is the easiest method to create a mod bundle?
Replies: 9
Views: 3374

Re: What is the easiest method to create a mod bundle?

Another way would be to share a savegame and let people click the "sync mods with savegame" button. Then it will prompt them to download all the mods from the mod portal. You would also have to ship the mod-settings file too if you changed ingame settings.
by Pandemoneus
Tue May 16, 2017 2:03 pm
Forum: Modding help
Topic: Impossible start
Replies: 7
Views: 3421

Re: Impossible start

To build a research facility I need 4 standard belts (5dim_core) To build belts I need Tin gears (5dim_ores) To get tin gears I need to refine bobonium (angels refining) To refine bobonium I need to research mechanical refining (angels refining) However, you should have started with a burner crushe...
by Pandemoneus
Mon May 08, 2017 1:12 pm
Forum: Modding help
Topic: Mod doesn't work for whatever reason
Replies: 17
Views: 4739

Re: Mod doesn't work for whatever reason

Do you care to explain what exactly does not work? Does the mod not load? Do your items not appear ingame?
by Pandemoneus
Fri May 05, 2017 11:25 am
Forum: Mods
Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Replies: 41
Views: 25493

Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map

Hello. Thanks for this useful mod. Can you add the posibility(configurable?) to hide/show recourses labels by using keyboard shortcuts and remove this large button that now is show constantly? Because switching modes is rarely necessary, and the button takes place always. Added in 0.15.4. Have fun!...
by Pandemoneus
Fri May 05, 2017 12:25 am
Forum: Modding help
Topic: Electric Energy Interface Animations
Replies: 1
Views: 780

Re: Electric Energy Interface Animations

So I guess nobody knows?
by Pandemoneus
Thu May 04, 2017 12:39 pm
Forum: Development tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 4190

Re: Script to zip your mod

Enhanced the script a bit to also include file pattern definitions from your .gitignore file, as per suggestion (https://github.com/Pandemoneus/Biter-Spire/issues/2)
by Pandemoneus
Sun Apr 30, 2017 11:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Replies: 41
Views: 25493

Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map

Hello. Thanks for this useful mod. Can you add the posibility(configurable?) to hide/show recourses labels by using keyboard shortcuts and remove this large button that now is show constantly? Because switching modes is rarely necessary, and the button takes place always. Added in 0.15.4. Have fun!...
by Pandemoneus
Sun Apr 30, 2017 6:59 pm
Forum: Development tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 4190

Script to zip your mod using info.json

I was tired of changing the folder name and zipping it to upload it to the Factorio mod portal after I had made changes to my mod, so I made a little python script: https://github.com/Pandemoneus/ZipMod/blob/master/ZipMod.py Put it into your mod folder and run the script from there. (python ZipMod.p...
by Pandemoneus
Thu Apr 27, 2017 5:32 pm
Forum: Modding help
Topic: Electric Energy Interface Animations
Replies: 1
Views: 780

Electric Energy Interface Animations

Hi, how do I add a (dis-)charge animation to electric-energy-interface entity types similar to the accumulator? My goal is not to add a whole animation, but to simply change the sprite when the electric energy interface is outputting power to the network. This is the base pic definition: picture = {...
by Pandemoneus
Sat Apr 22, 2017 6:52 pm
Forum: Texture Packs
Topic: [Request] Alien Energy Structure
Replies: 2
Views: 2765

Re: [Request] Alien Energy Structure

Sorry for responding so late, but thanks! Last time I checked the thread I had already given up the hope. :)
Gonna wait for the 0.15 update before I release the mod.
by Pandemoneus
Sun Feb 19, 2017 1:28 pm
Forum: Texture Packs
Topic: [Request] Alien Energy Structure
Replies: 2
Views: 2765

[Request] Alien Energy Structure

Hello! I am developing a small mod called 'Biter Spires' that adds alien structures to biter bases. These structures yield free energy when connected to the player's energy network, and they are unobtainable and indestructable (so they can't be moved). However, I am bad with graphics, so I kindly as...
by Pandemoneus
Fri Feb 10, 2017 12:48 am
Forum: Modding help
Topic: ElectricEnergyInterface LUA double values
Replies: 2
Views: 858

Re: ElectricEnergyInterface LUA double values

Yoyobuae wrote:From LUA API the values for power are actually in Joule per tick. There's 60 ticks in a second so a value of 1 equals 60 W. If you want to set exactly 1W then use 1.0/60.0 as value.
Thanks a lot!
by Pandemoneus
Fri Feb 10, 2017 12:28 am
Forum: Modding help
Topic: ElectricEnergyInterface LUA double values
Replies: 2
Views: 858

ElectricEnergyInterface LUA double values

Hey, I discovered the ElectricEnergyInterface entity type and corresponding entity attributes that I can set. Taking the output flow limit as example, it seems like that a value of 1.0 is not 1W. It rather seems like that a value of roughly 0.01674 is 1W. Can a dev give some insight on what the corr...
by Pandemoneus
Wed Dec 21, 2016 8:57 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 97544

Re: [0.14.21] Modpack: Farlands v0.14.6

Global warming is still broken: * offahore pumps around the starting water * sand trying to overwrite concrete * filling all starting water All of these cause major lag spikes every time the global warming wants to increase sand/water. Even does in single player mode so not multiplayer lag. Can you...
by Pandemoneus
Tue Dec 20, 2016 10:21 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 97544

Re: [0.14.21] Modpack: Farlands v0.14.7

0.14.7 is now out. Changelog and files are located on the release page: https://github.com/Pandemoneus/Farlands/releases
by Pandemoneus
Tue Dec 20, 2016 12:26 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 97544

Re: [0.14.21] Modpack: Farlands v0.14.6

Global warming is still broken: * offahore pumps around the starting water * sand trying to overwrite concrete * filling all starting water All of these cause major lag spikes every time the global warming wants to increase sand/water. Even does in single player mode so not multiplayer lag. Can you...

Go to advanced search