Search found 16 matches

by Celsus_Trueword
Mon Aug 28, 2017 12:42 am
Forum: Ideas and Requests For Mods
Topic: Is it technically possible to make mods for use within the Editor?
Replies: 0
Views: 590

Is it technically possible to make mods for use within the Editor?

What I mean is mods which are intended to add functionality or enhance existing features in the Editor environment. For example: - A null recipe to allow Chemical Plants and Refineries to have Modules inserted. - Even better, allow the setting of recipes on machines from all tech levels. - Adding Sh...
by Celsus_Trueword
Sat Aug 26, 2017 8:48 am
Forum: Ideas and Suggestions
Topic: Grid Lines
Replies: 4
Views: 3336

Re: Grid Lines

Koub, in case "Can you develop" means "Can you explain further"... CHR15 is suggesting that grid-lines on the map would make it easier to place machines the correct distance from power poles just by noticing how many grid squares there are instead of moving the machine around unt...
by Celsus_Trueword
Wed Aug 23, 2017 8:22 am
Forum: Implemented Suggestions
Topic: Please add copy/paste (SHIFT+L/RMB) functionality to the Editor.
Replies: 0
Views: 644

Please add copy/paste (SHIFT+L/RMB) functionality to the Editor.

It would be nice if the Editor had the same copy/paste recipe functionality currently only found in-game.
by Celsus_Trueword
Wed Aug 23, 2017 8:10 am
Forum: Implemented Suggestions
Topic: Allow player to switch machines without closing GUI first.
Replies: 0
Views: 598

Allow player to switch machines without closing GUI first.

Within the game (not the Editor) a machine's GUI must first be closed ('E') before clicking on another machine to access it's GUI. However, in the Editor one can change which machine's GUI is displayed just by clicking on a different machine. Can this be unified in both game modes?
by Celsus_Trueword
Wed Jan 29, 2014 3:05 am
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

It's working great. I'm working on the new techs now, then it's ready to go. :)

I appreciate you taking the time to engage with me this fully, especially since your detailed guide on the forum should have been adequate.
by Celsus_Trueword
Tue Jan 28, 2014 4:39 pm
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

While I've got you, perhaps you could explain something the wiki isn't clear on. In the item.lua you corrected, you have: type = "item", name = "advanced-lab", icon = "__advanced__/graphics/icons/advanced-lab.png", flags = {"goes-to-quickbar"}, group = "p...
by Celsus_Trueword
Tue Jan 28, 2014 4:17 pm
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

I see how the naming system is simpler, and makes debugging much easier. Not sure why I thought all the files should be named advanced.lua. :/ I also found the differences in the number/placement of brackets (braces?) That was one thing throwing me, and the advice you gave about adding a carriage re...
by Celsus_Trueword
Tue Jan 28, 2014 3:35 pm
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

Sorry it seemed that I dropped out there. I didn't realize there were two pages to the thread now, so I assumed you were away. Having a look at the zip now. And thanks again!
by Celsus_Trueword
Tue Jan 28, 2014 8:49 am
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

Still having issues. Could you set me up with a .zip of the folder you have working so I could compare them?
by Celsus_Trueword
Tue Jan 28, 2014 7:46 am
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

I made the change you suggested (__base__) so the zip file here is current to where we are. Still gives me the same error though.

Thanks for helping me out. I really appreciate it. Know that your efforts are not going to waste. :)
by Celsus_Trueword
Tue Jan 28, 2014 7:06 am
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

There is a repeated error in the entity\advanced.lua - looking for graphics in the wrong folders. (eg: "__base__/graphics/entity/lab/advanced-lab.png" instead of "__base__/graphics/entity/ advanced- lab/advanced-lab.png") Fixing this doesn't fix the original error though. I'm sur...
by Celsus_Trueword
Tue Jan 28, 2014 5:55 am
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Re: Please help me interpret this error message...

That was my thought as well. There are only two regular brackets in the lua, right at the top and bottom: data:extend( { { type = "lab", name = "advanced-lab", icon = "__base__/graphics/icons/advanced-lab.png", flags = {"placeable-player", "player-creatio...
by Celsus_Trueword
Tue Jan 28, 2014 5:43 am
Forum: Modding help
Topic: Please help me interpret this error message...
Replies: 18
Views: 5839

Please help me interpret this error message...

Hello. I am currently working on a mod that adds advanced lab, beacon, accumulator, and electric furnace to the game. I modified Dysoch's More Inserters! mod to get the file structure correct. But I'm having difficulty: ...error loading module 'prototypes.technology.advanced' from file ...prototypes...
by Celsus_Trueword
Sat Jan 25, 2014 3:04 am
Forum: Modding help
Topic: Help finding/changing player reach setting
Replies: 2
Views: 2552

Re: Help finding/changing player reach setting

Thanks for such a detailed response! I was afraid that reach was hard-coded. Changing the collision box sounds a bit too drastic to me. I'll just play with the reach as it is.
by Celsus_Trueword
Sat Jan 25, 2014 2:10 am
Forum: Modding help
Topic: Help finding/changing player reach setting
Replies: 2
Views: 2552

Help finding/changing player reach setting

Hello to all. I am looking for a way to extend the player's reach a bit. I'd like to make a control.lua that accomplishes this, but I can't find the proper commands to achieve it. I went to the wiki and searched for reach, and found under Lua/Player: canreachentity Parameter: Lua/Entity Returns true...
by Celsus_Trueword
Tue Jan 21, 2014 10:14 pm
Forum: Texture Packs
Topic: Some new icons to replace circuits, assemblers
Replies: 6
Views: 15333

Some new icons to replace circuits, assemblers

Hello. I modified the icons for both advanced and electronic circuits, and colourized the assembly machine icons to be the same shade as the machines themselves. Here's a preview: http://imagizer.imageshack.us/v2/800x600q90/802/f7l3.jpg And here is the zip file: Factorio_GFX.zip The five .png files ...

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