Search found 123 matches
- Fri Nov 18, 2016 4:19 pm
- Forum: Modding help
- Topic: Turret does not support flag "building-direction-8-way" ??
- Replies: 1
- Views: 787
Turret does not support flag "building-direction-8-way" ??
Hi~ I am editing a turret entity and see flags. http://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.has_flag and I need return turret direction code. [entity.direction] is return 0 ~ 7 But turret is return only 0, 2, 4, 6 then I insert turret entity flag [building-direction...
- Thu Nov 17, 2016 4:18 pm
- Forum: Modding help
- Topic: question prepare_range in turret
- Replies: 2
- Views: 844
Re: question prepare_range in turret
Oh I see! Thanks for letting me know.prg wrote:Might be an oversight. The last assignment sticks around.
- Thu Nov 17, 2016 7:19 am
- Forum: Modding help
- Topic: question prepare_range in turret
- Replies: 2
- Views: 844
question prepare_range in turret
Hi I look vanilla entities and I found something strange. look line 103 and 115 in turret.lua [prepare_range] was specified twice as 25 and 30. Do you know what this works? shooting_cursor_size = 3.5, rotation_speed = 1, corpse = "medium-worm-corpse", dying_explosion = "blood-explosio...
- Tue Nov 08, 2016 5:49 am
- Forum: Modding help
- Topic: How can I keep items?
- Replies: 3
- Views: 1144
Re: How can I keep items?
Oh It work!!
not lua.. just json
and type only
not lua.. just json
and type only
Code: Select all
{
"item":
[
["rapid-cannon-turret", "cannon-turret-mk1"]
]
}
...
- Tue Nov 08, 2016 3:50 am
- Forum: Modding help
- Topic: How can I keep items?
- Replies: 3
- Views: 1144
Re: How can I keep items?
Yes, you want to use an entity migration script. You can look at how we do it in the core mod migrations folder. Specifically json migrations: http://lua-api.factorio.com/latest/Migrations.html Oh Thank you!! But can I have some example?? I change prototype/entity name "rapid-cannon-turret&quo...
- Mon Nov 07, 2016 12:02 pm
- Forum: Modding help
- Topic: How can I keep items?
- Replies: 3
- Views: 1144
How can I keep items?
Hi~
I create turret mod and entity is add add add...
And I have to change the name to manage.
But if I change entity name, It is delete.
I want some way, Even if change entity name, maintain entity and renewal new name.
Is this possible?
I create turret mod and entity is add add add...
And I have to change the name to manage.
But if I change entity name, It is delete.
I want some way, Even if change entity name, maintain entity and renewal new name.
Is this possible?
- Sat Nov 05, 2016 4:01 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
Veden wrote:Cool mod, keep up the good work.
I'm getting an error after placing the experimental heavy howitzer, looks like on every tick.
control.lua:98 - arithmetic on field ? (a nil value)
Oh I see now!
sorry to error that.
I'll make the most of it.
- Tue Nov 01, 2016 6:31 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
elsasha wrote: --
Do you want to hear my words?
I like the crack version.
But it is a test for the purchase. It not all is the main for any reason.
It said mod portal service for legitimate users, other copy upload site exists.
I recommend it to you.
Is your time for free?
- Mon Oct 31, 2016 2:29 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
Yea its why I understand why the others will destroy buildings but do not get why the laser would destroy track XD. Loving it + harder biter mods The cannons are niche uses but found so long as i am careful with placement they work wonders. Sadly for some reason when i try and update it rather than...
- Sun Oct 30, 2016 12:31 pm
- Forum: Modding help
- Topic: How do I make turrets attack all enemy buildings?
- Replies: 2
- Views: 1088
Re: How do I make turrets attack all enemy buildings?
Hello, I am currently looking for a way to make turrets attack all enemy structures. Not only military but also walls, machines, belts etc. I would greatly appreciate the help. This page is determined as will help you. http://lua-api.factorio.com/latest/LuaSurface.html find_entities_filtered find_e...
- Sat Oct 29, 2016 2:14 pm
- Forum: Already exists
- Topic: How to change number of [logistic slot]???
- Replies: 0
- Views: 882
How to change number of [logistic slot]???
Hi~
I create new chest
But I need help how change logistic slot.
I want change number of this slot.
Can you tell me where revise that??
I create new chest
But I need help how change logistic slot.
I want change number of this slot.
Can you tell me where revise that??
- Sat Oct 29, 2016 2:09 pm
- Forum: Modding help
- Topic: How to change number of [logistic slot]???
- Replies: 2
- Views: 892
Re: How to change number of [logistic slot]???
DaveMcW wrote:I don't see a way, maybe ask in Modding interface requests.
Oh! okay Thank you!!
- Sat Oct 29, 2016 1:10 pm
- Forum: Modding help
- Topic: How to change number of [logistic slot]???
- Replies: 2
- Views: 892
How to change number of [logistic slot]???
Hi~
I create new chest
But I need help how change logistic slot.
I want change number of this slot.
Can you tell me where revise that??
I create new chest
But I need help how change logistic slot.
I want change number of this slot.
Can you tell me where revise that??
- Fri Oct 28, 2016 2:35 am
- Forum: Modding help
- Topic: I have question [get_inventory]
- Replies: 1
- Views: 611
Re: I have question [get_inventory]
Code: Select all
/c
for name, item in pairs(game.item_prototypes) do
if item.type == "ammo" then
game.player.print("name : " .. name)
end
end
- Wed Oct 26, 2016 10:16 am
- Forum: Modding help
- Topic: I have question [get_inventory]
- Replies: 1
- Views: 611
I have question [get_inventory]
I would like to know how to work with next example. I making some turrets and one of them combined rocket and cannon turret 1. make a ammo chest 2. Insert Items 3. if not ammo, not insert / if ammo, insert I think get chest inventory entity and if if... end end. But have a problem! ammo entity name ...
- Mon Oct 24, 2016 9:06 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
Is there a way to make it so that the prototype and advanced laser turret doesn't destroy my own things. I Had a few protecting the entrance my trains use, than shortly after kept getting warnings that my trains had no path. i thought the first time it happened that it was biters but later when i w...
- Thu Oct 20, 2016 2:26 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
Can you give the Howitzers a targeting priority? Like prioritizing biter spawners instead of moving biters Experimental heavy howitzer is attack only spawners and worms or target mark. I leave Heavy Howitzer as meaning that the material for making Experimental heavy howitzer. Same means upgrade Pro...
- Mon Oct 17, 2016 6:33 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
[quote="Mooncat"][quote="sore68"]Do you want only attack enemy shotgun turret??[/quote] Deimosian from above suggested the shotgun turret. With that "force" property, I think it is possible to implement it without the friendly fire issue. It is totally up to you to whe...
- Sat Oct 15, 2016 12:55 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 63821
Re: [MOD 0.14.x] Additional-turret
Hallo, just a quick note. I tried uninstalling the mod after testing it for a bit. My Savegame was not able to be loaded succesfully then. After toggling it on again, the savegame was working again. Can I have some more information?? I try it new game -> build all turrets -> save game -> delete mod...
- Mon Oct 10, 2016 5:34 am
- Forum: Modding help
- Topic: fluid questions...
- Replies: 2
- Views: 816
Re: fluid questions...
base area 1 = volume 10 if fluid tank base area 250 = 2.5k volume normal iron pipe base area : 1 = volume : 10 I don't know it has Default base level { production_type = "input", pipe_covers = pipecoverspictures(), base_area = 10, base_level = -1, pipe_connections = {{ type="input&quo...