Search found 91 matches

by kds71
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:...
by kds71
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.
by kds71
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.
by kds71
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...
by kds71
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.
by kds71
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 ...
by kds71
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...
by kds71
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.
by kds71
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...
by kds71
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, ...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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....
by kds71
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

Vitduo wrote:What about inserted modules in assemblers to be upgraded?
I might be wrong, but I think it is not possible to put a module into assembling machine with robots :(

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