Search found 190 matches

by wahming
Tue May 19, 2015 7:35 pm
Forum: Modding help
Topic: Making belt prototype consume power
Replies: 12
Views: 4306

Making belt prototype consume power

Hi!

I'm trying to create a custom transport belt entity that will draw power from the grid. But I've had no luck so far with getting the belt to connect to the grid. Can anybody advise?
by wahming
Tue May 19, 2015 3:14 pm
Forum: Modding help
Topic: Modding help - How do I read/write the data table?
Replies: 6
Views: 3313

Re: Modding help - How do I read/write the data table?

Oh.. is there any way to READ the raw data? game.entityprototypes have all entity prototipes. Or if you have the entity (in onbuildentity for example), can call [entity].prototype, isn't like raw data, but is the best option for now, i think. What operations/methods are available for me on the prot...
by wahming
Tue May 19, 2015 9:29 am
Forum: Modding help
Topic: Modding help - How do I read/write the data table?
Replies: 6
Views: 3313

Re: Modding help - How do I read/write the data table?

Oh.. is there any way to READ the raw data?

On a related question - I'm trying to create a custom transport belt, with an additional integer variable. This variable can be different for each instance of the belt, and should be writeable to me. What's the best way for me to do this?
by wahming
Tue May 19, 2015 9:06 am
Forum: Modding help
Topic: Modding help - How do I read/write the data table?
Replies: 6
Views: 3313

Modding help - How do I read/write the data table?

The modding overview wiki page ( https://forums.factorio.com/wiki/index.php?title=Modding_overview ) gives the following snippet as an example, but I can't get it to work. I've tried placing it in control.lua and calling it from the console. Am I missing something obvious? data.raw.ammo["pierci...
by wahming
Mon May 18, 2015 6:04 pm
Forum: Modding help
Topic: about modding : new tutorials
Replies: 7
Views: 4152

Re: about modding : new tutorials

Helpful. You really should link to them in the wiki! I found them purely by chance.
by wahming
Mon May 18, 2015 5:53 pm
Forum: Modding help
Topic: Wiki tutorial by FreeER
Replies: 32
Views: 28117

Re: Wiki tutorial by FreeER

I've got a mostly-working bomber (it flies, at least) by wholesale lifting of the actual car prototype code. But I'm having a weird problem where it occasionally goes entirely invisible while moving around. Can anybody please advise? Oh, I'm attaching the modified bomber pic. Maybe it can save you s...
by wahming
Mon May 18, 2015 8:25 am
Forum: Mods
Topic: Prospect Mod
Replies: 17
Views: 17529

Re: Prospect Mod

Any support for DyTech ores?
by wahming
Mon May 18, 2015 8:22 am
Forum: Mods
Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
Replies: 29
Views: 39099

Re: Tree Collision Box - easy passage

Absolutely loving it!
by wahming
Sun May 17, 2015 10:33 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191337

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Wow, my compliments. That was fast work! I'm not getting any more errors with the new version of RSO. However, I think it has some balancing issues with DyTech. After running in one direction for 10 minutes, I saw mostly iron, coal and copper. Only about 5 DyTech ores showed up, and all in extremely...
by wahming
Sun May 17, 2015 8:43 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191337

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Hi, I'm getting errors when I generate a new map, pairing RSO 1.0.14 with DyTech. Resource not available: Bauxite-ore Resource not available: Rutile-ore Resource not available: Quartz Also, it seems that many DyTech ores are not spawning at all. Or at least I didn't see several of them in 5 mins of ...

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