Search found 91 matches
- Thu Jun 11, 2015 11:32 pm
- Forum: Mods
- Topic: [0.11.20] Displaying range of turrets [v1.0.0]
- Replies: 13
- Views: 19116
Re: [WIP][0.11.20] Displaying range of turrets [v0.0.2]
is there anyway to make it like roboports where if you hover the mouse over it, it shows you the range? having to use an item to view the range isn't exactly ideal, i get there are limits in the modding API though.... Yeah, it is not possible with current state of modding API :( More positive note:...
- Thu Jun 11, 2015 10:23 pm
- Forum: Implemented mod requests
- Topic: [request] Expose range of turrets to control.lua
- Replies: 0
- Views: 2264
[request] Expose range of turrets to control.lua
Right now there is no way to access this property, it would be really useful.
- Thu Jun 11, 2015 10:17 pm
- Forum: Modding help
- Topic: Getting range of a turret from control.lua
- Replies: 2
- Views: 1204
Re: Getting range of a turret from control.lua
Thank you, I'm going to make a request then.
- Thu Jun 11, 2015 10:16 pm
- Forum: Mods
- Topic: [0.11.20] Displaying range of turrets [v1.0.0]
- Replies: 13
- Views: 19116
Re: [WIP][0.11.20] Displaying range of turrets [v0.0.2]
I'm affraid it is still impossible :) There is no way to create any variable that will be shared between data.lua (or data-updates.lua) and control.lua. Well, I'm going to submit a request for implementing that as a new feature in the modding API, for now I'm going to simply hardcode turret ranges f...
- Thu Jun 11, 2015 9:56 pm
- Forum: Mods
- Topic: [0.11.20] Displaying range of turrets [v1.0.0]
- Replies: 13
- Views: 19116
Re: [WIP][0.11.20] Displaying range of turrets [v0.0.2]
Both data.lua and data-updates.lua (where data.raw is accessible) are processed when the game is being loaded. I need to read the range of turrets while the game is running, so control.lua is my only option - and you can't access data.raw from there.
- Thu Jun 11, 2015 3:14 pm
- Forum: Modding help
- Topic: Getting range of a turret from control.lua
- Replies: 2
- Views: 1204
Getting range of a turret from control.lua
I'm working on another mod ( here ), which adds a new item that can be used to probe the range of a turret (you can equip this item and click on a turret and it will display the range). It works pretty well right now, but my main problem is that I had to hardcode ranges of turrets into mod, because ...
- Wed Jun 10, 2015 11:27 pm
- Forum: Mods
- Topic: [0.11.20] Displaying range of turrets [v1.0.0]
- Replies: 13
- Views: 19116
[0.11.20] Displaying range of turrets [v1.0.0]
Note: If you are using Factorio 0.12.x, you can get updated version of this mod here . Another mod inspired by a reddit post . This mod adds an item that allows you to check range of a turret. Since version 0.0.3 it works with vanilla, DyTech and MoMods turrets only. All supported turrets (and thei...
- Wed Apr 15, 2015 12:31 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
I found another bug GUI initialization was not triggered when Automated Construction technology was researched, so GUI wouldn't appear until game was saved. Fixed in v1.0.3.
- Wed Apr 15, 2015 9:24 am
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots - v1.0.1
Ah, you are right about these flags, I fixed them in v1.0.2, thanks for reporting this bug! but now i have a problem where the robots which deconstructed the old Belt won´t return to the roboport. Hm that works just fine, I just checked. Are you sure that you have enough storage space in roboport ra...
- Mon Apr 13, 2015 9:22 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots - v1.0.0!
Gosh! This is wonderful! Is it possible to have multiple and different upgrade/downgrade plans? Like having different yellow blueprints that each have their own rules. That way you don't have to redefine the rules when you want to change something but just use the other ruleset. Edit: A good idea, ...
- Mon Apr 13, 2015 7:28 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots - v0.1.7
Can players create rules themselves without need to go to the code? Like upgrading modded buildings? Haha, disregard everything I wrote earlier, I realized that it is actually simple to do it that way. Now I updated mod to (hopefully) stable version v1.0.0 and you can setup your own ruleset using i...
- Mon Apr 13, 2015 4:13 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots - v0.1.7
You don't need a recipe flag, just use this function: function has_recipe(entity) return (game.entityprototypes[entity] and game.entityprototypes[entity].type == "assembling-machine") end You are right, I feel ashamed that I haven't thought about that :( Now code is much simplier, awesome...
- Mon Apr 13, 2015 2:02 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots - v0.1.7
Can players create rules themselves without need to go to the code? Like upgrading modded buildings? Edit: Meh, I worded that poorly. Let me rephrase what I wrote before: Currently there are there are three ways to add new upgrade rule to ruleset: 1. Execute this code in console, replacing " m...
- Mon Apr 13, 2015 7:06 am
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots
Big update! Now mod provides GUI which allows you to configure upgrade rules! You can for example upgrade yellow belts directly to blue ones or exclude some type of item from upgrading. More details in first post in this thread. Another update: stone furnaces can be now upgraded to steel furnaces an...
- Sat Apr 11, 2015 1:45 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots
As requested, I uploaded new version of mod, which exposes interface that allows other mods to add upgrade rules to ruleset. More info in first post in this topic. Big thanks to DaveMcW for the tip ! Edit: And another update - I realized that if you enable mod and load save game in which you had Aut...
- Sat Apr 11, 2015 9:36 am
- Forum: Modding help
- Topic: Is it possible to expose data to other mods?
- Replies: 2
- Views: 1338
Re: Is it possible to expose data to other mods?
Thank you! Somehow I totally missed this wiki page...
- Sat Apr 11, 2015 9:35 am
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots
This looks like it marks old entities for destruction. Could you make a planner that removes anything in the way? Or more specifically, two variants: 1: Mark anything in the way of the BP for removal. 2: Mark everything not in the BP for removal. I didn't know we could mod BPs. Are these even possi...
- Sat Apr 11, 2015 12:26 am
- Forum: Modding help
- Topic: Is it possible to expose data to other mods?
- Replies: 2
- Views: 1338
Is it possible to expose data to other mods?
Ah I start to feel bad for spamming this subforum today with my silly questions :) Anyway, I'm trying to improve my Upgrade with construction robots mod and there is a suggestion to expose upgrade ruleset to other mods. I thought it shouldn't be that hard , but now I'm starting to lose hope. My firs...
- Sat Apr 11, 2015 12:12 am
- Forum: Modding help
- Topic: Determining source of deconstruction order
- Replies: 3
- Views: 1291
Re: Determining source of deconstruction order
I assume it's for your upgrade planner? You could get away with looping through all players in your onmarkedfordeconstruction function. If no player has the deconstruction planner in hand you can go ahead and upgrade, else you can print a message to the player with the upgrade planner to try again....
- Fri Apr 10, 2015 10:47 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44316
Re: [MOD 0.11.20] Upgrade with construction robots
I might be wrong, but I think it is not possible to put a module into assembling machine with robotsVitduo wrote:What about inserted modules in assemblers to be upgraded?