I removed all the flags, it's still complaining about the lack of item.Adil wrote:You don't need an item for entity and under no condition you are forced to have a recipe for an item.
Remove "-placeabe" flags from entity definition.
Search found 344 matches
- Wed Aug 03, 2016 12:02 am
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4441
Re: HIdden Entities and Such
- Mon Aug 01, 2016 4:01 am
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4441
Re: HIdden Entities and Such
These are not yet documented, so my guess would be similar to yours, but it is intuitively wrong to have that number zero. They are documented. I read it in the wiki, but I still don't understand what it means. All prototype alterations require game reboot to take place. (Or fiddling with migration...
- Sat Jul 30, 2016 10:57 pm
- Forum: Releases
- Topic: Version 0.13.13
- Replies: 12
- Views: 16807
Re: Version 0.13.13
Seems like with every release, the modding API gets bigger. I like!
- Sat Jul 30, 2016 12:31 am
- Forum: Mod portal Discussion
- Topic: Unable to use Mod Portal since 0.13.10
- Replies: 5
- Views: 2653
Re: Unable to use Mod Portal since 0.13.10
It's a known problem that is being worked on. As a workaround you can download them directly from https://mods.factorio.com and put them in the mods folder manually. Known issue? Occasionally, mods.factorio.com goes down too. I get the same error as well, which makes me assume that the portal is ge...
- Sat Jul 30, 2016 12:29 am
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4441
Re: HIdden Entities and Such
Figured out how to resize the selection box, though it required me to restart factorio, which really slowed development down.
Now, I am wondering why it's not showing me 'not powered' errors.
Now, I am wondering why it's not showing me 'not powered' errors.
- Fri Jul 29, 2016 3:50 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40840
Re: [MOD 0.13.x]MagneticFloor 0.1.3
You want horrendous gfx for the button too? I am terrible at art.Nexela wrote:I would love try it out but I am OCD about my GUI and that text button looks huge and horrendous. If it was more like upgrade planner/autotrash's buttons then I would give it a go
- Fri Jul 29, 2016 2:19 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40840
Re: [MOD 0.13.x]MagneticFloor 0.1.2
Progress Report for 0.1.4:
The accumulator for the accelerator are coming along nicely!
Still no cool gfx for the accelerators or the arrows, unfortunately. There's a severe shortage of artists.
Also, I have yet to see anybody using my mod in the wild.
The accumulator for the accelerator are coming along nicely!
Still no cool gfx for the accelerators or the arrows, unfortunately. There's a severe shortage of artists.
Also, I have yet to see anybody using my mod in the wild.
- Fri Jul 29, 2016 12:45 am
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4441
Re: HIdden Entities and Such
Why is line_length = 0 ? Did you try 1 there? I don't understand what line_length, even after reading the documentation. Is it about loading how many images on a single width? Also, there's crop-cache.dat file in the game folder, I remember deleting that in the past to solve the problems, that seem...
- Thu Jul 28, 2016 4:17 am
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4441
Re: HIdden Entities and Such
You don't need an item for entity and under no condition you are forced to have a recipe for an item. Remove "-placeabe" flags from entity definition. You need to specify a custom collision_mask, as a field in entity prototype, for example an empty one, like the plane mods do. The "s...
- Wed Jul 27, 2016 2:47 am
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4441
HIdden Entities and Such
I am trying to implement an accumulator charger entity to complement the tile I made for my mod. Basically, every tick, it check for the tile that the player is currently on, and based on the tile's name, it will do things. I am implementing an accumulator charger entity that goes with this. So ever...
- Tue Jul 26, 2016 4:07 pm
- Forum: Modding help
- Topic: Ipairs don't work?
- Replies: 8
- Views: 2573
Re: Ipairs don't work?
The Lua API documentation is fine for what it does, but it's neither a tutorial nor a FAQ.DedlySpyder wrote:http://lua-api.factorio.com/latest/LuaCustomTable.html
I would have never thought about custom table and such.
- Mon Jul 25, 2016 10:30 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252213
Re: Bugs & FAQ
Yes, I am on a mac.makapse wrote:are you on a mac kiba? It has got a problem with the animated icons and angel is going to redo all the icons after his exam, i think.
The only icons you should be having trouble with are the alien artifacts,ore processor and hydro plant,i think.
- Mon Jul 25, 2016 9:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252213
Re: Bugs & FAQ
Anybody got weird glitchy icons?
- Fri Jul 22, 2016 10:34 pm
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40433
Re: Version 0.13.10
YESSSSS! I can remove the drudgery and error prone process of switching from development directory to actual mod directory I am using.Added --mod-directory: Specifies which mod directory to use
- Fri Jul 22, 2016 4:30 pm
- Forum: Modding help
- Topic: condition size of tiles
- Replies: 6
- Views: 1978
Re: condition size of tiles
I want the placement size to be one for certain tiles, not force the players to adjust the placement size.Ranakastrasz wrote:????
I must not understand what you are talking about.
- Fri Jul 22, 2016 3:07 pm
- Forum: Modding help
- Topic: condition size of tiles
- Replies: 6
- Views: 1978
Re: condition size of tiles
I want to set the default for placement size.Ranakastrasz wrote:Use the plus and minus hotkeys to alter the placement size.
- Fri Jul 22, 2016 1:56 pm
- Forum: Modding help
- Topic: condition size of tiles
- Replies: 6
- Views: 1978
condition size of tiles
I tried setting the condition size of placable tile to one, but it's still four, not one. Any idea?
- Thu Jul 21, 2016 9:50 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 48461
Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.5.1
Your standard library's logging tool saved my butt. Thank you.
I still haven't learned the rest of your library yet, but it will do for now.
I still haven't learned the rest of your library yet, but it will do for now.
- Wed Jul 20, 2016 1:49 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40840
Re: [MOD 0.13.x]MagneticFloor 0.1.2
0.1.3 released with bugfix for a crash when loading a savefile where previously the mod is not loaded.
- Tue Jul 19, 2016 5:18 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40840
Re: [MOD 0.13.x]MagneticFloor 0.1.2
Well, I will be using it for my megabase. In addition to the maglev floor I'm going to but blue belt on it for extra speed. (is that possible with this mod? Haven't had a chance to try) Blue belt should work. It's an exploit, but it's the kind that I don't know how to yet work around. When it's pos...