Search found 91 matches
- Thu Aug 13, 2015 8:01 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211315
Re: [MOD 0.12.1] Upgrade planner - v1.1.3
New feature in v1.1.3: You can now use Upgrade Planner to selectively deconstruct items. Just set an item in the left column ("from") and put a Deconstruction Planner in the right column ("to"). Now when you use Upgrade Planner robots will deconstruct selected items without repl...
- Wed Aug 12, 2015 11:33 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211315
Re: [MOD 0.12.1] Upgrade with construction robots - v1.1.1
I am getting an error when I load a saved game after enabling the mod. cannot execute command. Error: [string "for _, player in ipairs(game.players) do ..."]:3: LuaForce doesn't contain key resetrecipies. Also the UI button does not show up. I tried some other saved games and go the UI bu...
- Wed Aug 12, 2015 12:07 pm
- Forum: Mods
- Topic: [0.11.20] Displaying range of turrets [v1.0.0]
- Replies: 13
- Views: 19114
Re: [0.11.20] Displaying range of turrets [v1.0.0]
I updated this mod to work with Factorio 0.12.x, sorry for the delay.
Nope, sorry - there is still no way to read the range of a turret in Factorio 0.12.Can more be done now, with the extra modding options in alpha 12?
- Wed Aug 12, 2015 12:06 pm
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 40009
[MOD 0.12.16] Displaying range of turrets [v1.1.2]
I finally updated my turret range probe mod to 0.12.x - sorry for the delay :) Another mod inspired by a reddit post . This mod adds an item that allows you to check range of a turret. Since version 1.1.1 it works with any turret in a game (including modded turrets). Config file is not needed anymor...
- Wed Aug 12, 2015 11:13 am
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44313
Re: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
Sorry for the delay, I updated mod to Factorio 0.12.x - https://forums.factorio.com/forum/vie ... 93&t=14781
- Wed Aug 12, 2015 11:11 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211315
[MOD 0.16] Upgrade planner
Type: Mod Name: Upgrade Planner Description: Adds a new item and recipe (unlocked with Automated Construction technology) - "Upgrade Planner" - that allows to replace entities on the map using construction robots. LIcense: Public Domain Release: 2015-08-12 Category: Helper Tags: automated...
- Sat Jul 04, 2015 3:31 pm
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
Re: [WIP][0.11.20] Smart Box (v0.0.4)
Ah, I just saw the forums and realized that changes in Factorio v0.12 related to modding will be bigger than I expected. I think I will postpone work on this mod until v0.12 is released.
- Fri Jul 03, 2015 12:07 pm
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
Re: [WIP][0.11.20] Smart Box (v0.0.4)
what you did works, although, I was thinking about keeping two differents items in stock whith the same amount of each Ah, this one is a little bit more tricky, since you will have to do something with excess items, but I think it is possible to do as well. well obviously, if the player messes with...
- Thu Jul 02, 2015 5:13 pm
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
Re: [WIP][0.11.20] Smart Box (v0.0.4)
hummm... yeah there is (at least in theory), just count the items going to the chest and comming out of it Awesome, looks like you found a way to use my mod that I didn't think of :) It is actually possible to do, here is an album: http://imgur.com/a/bAAVM It would be much easier if there was a way...
- Thu Jul 02, 2015 1:46 pm
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
Re: [WIP][0.11.20] Smart Box (v0.0.4)
well I don't know about you but making sure I always have the same amount of two items in my chest is not something I can achieve with inserters only :) Ah, you mean once I finish communication with logistic network? Because right now there is no way to achieve it with a Smart Box as well. It will ...
- Wed Jul 01, 2015 8:30 am
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
Re: [WIP][0.11.20] Smart Box (v0.0.4)
one suggestion thougth, you said you were thinking about adding readability to the logistic network, do you plan on reading from wireless or from the wires ? (both would be interesting) and ... what about 4 more outputs / inputs (actually maybe only 3) ? which ? logistic chests ! I'm not entirely s...
- Tue Jun 30, 2015 2:28 pm
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
Re: [WIP][0.11.20] Smart Box (v0.0.2)
Thank youjorgenRe wrote:That is a pretty ingenious mod you got there !
I just uploaded new version with even more commands (counters and jumps), now the Smart Box is Turing-complete!jorgenRe wrote:Gonna take a look onto how you did it !
- Sun Jun 28, 2015 12:02 pm
- Forum: Modding help
- Topic: Implementing Player Restrictions
- Replies: 3
- Views: 1519
Re: Implementing Player Restrictions
I forgot to mention that code from the first example should go into data.lua file, and code from the second example into control.lua file.
I also made a small mistake in the second example - it should be "event.player.insert", not "player.insert".
I also made a small mistake in the second example - it should be "event.player.insert", not "player.insert".
- Sun Jun 28, 2015 11:02 am
- Forum: Modding help
- Topic: Running multiple instances of factorio
- Replies: 13
- Views: 12383
Re: Running multiple instances of factorio
Not on one machine. I have a desktop and a laptop so it makes testing multiplayer possible, but if you are limited to one machine you should try virtualization: https://www.virtualbox.org/
- Sun Jun 28, 2015 10:30 am
- Forum: Modding help
- Topic: Implementing Player Restrictions
- Replies: 3
- Views: 1519
Re: Implementing Player Restrictions
1. Prevent what a player can select in Assembly Machines and Chemical factories etc.. This is rather simple - each assembling machine has a list of recipe categories that it can craft. By altering this list or moving a recipe to a different category, you can change recipes that are available in a gi...
- Sun Jun 28, 2015 7:55 am
- Forum: Modding help
- Topic: Question about fonts
- Replies: 1
- Views: 2624
Question about fonts
I'm trying to add a custom TTF to the game. So far I've found only one way to do so - by using language files. Basically, I do something like that: - in locale/en/all.cfg: [font] my-font-name=path/to/font.ttf - in prototypes/style.lua: data.extend({ { type = "font", name = "my-font-na...
- Sat Jun 27, 2015 7:53 pm
- Forum: Mods
- Topic: [WIP][0.11.20] Smart Box (v0.0.4)
- Replies: 13
- Views: 20227
[WIP][0.11.20] Smart Box (v0.0.4)
Note: This is a very early version of this mod, it still requires a lot of work, check TODO list below. This mod adds a new entity called Smart Box and an item called Smart Box Programmer. Smart Box is an advanced belt splitter / sorter / merger, which can be programmed. Right now there are just few...
- Tue Jun 23, 2015 6:36 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44313
Re: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
This is really weird, I have never experienced anything like that. There should be no lag spike at all and robots shouldn't try to place red belts before yellow ones are removed. The problem is that I can't reproduce this bug and I can't figure out what is going on in this screenshot you've posted -...
- Mon Jun 15, 2015 6:42 am
- Forum: Modding help
- Topic: Spawner Control Question
- Replies: 3
- Views: 1425
Re: Spawner Control Question
Also, how do you dictate priority for mods, Let's say I have DyTech, Bob's and Vanilla of course. Now I create a mod and want to override/prioritize my settings, how is that handled? The best way to do that is by using dependencies: https://forums.factorio.com/wiki/index.php?title=Mods#Dependencies...
- Sun Jun 14, 2015 7:30 pm
- Forum: Modding help
- Topic: [Solved] Remove "unlocking" of a recipe from a tecnology
- Replies: 2
- Views: 1613
Re: Remove "unlocking" of a recipe from a tecnology
table.remove takes a number as an argument, you have to pass index of entry you want to remove if you want to use it. Something like that should work: for i = 1, #data.raw.technology["electronics"].effects do effect = data.raw.technology["electronics"].effects[i] if effect.type =...