Search found 91 matches
- Fri Apr 10, 2015 6:52 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
Is it possible for other mods to define their own set of upgrade rules? For example additional types of belts, or different mining drills, whatever people want to mod really... This could take off like a rocket. Hm yeah, I think it should be possible. I just have to move list of upgrade definitions...
- Fri Apr 10, 2015 5:13 pm
- Forum: Mods
- Topic: [MOD 0.11.20] Upgrade with construction robots - v1.0.3
- Replies: 35
- Views: 44313
[MOD 0.11.20] Upgrade with construction robots - v1.0.3
Download mod for version 0.13: https://mods.factorio.com/mods/Slayer1557/upgrade-planner Note : If you are using Factorio 0.12.x, you can find updated version of this mod here . Mod adds a new item and recipe (unlocked with Automated Construction technology): Upgrade Planner - now fully configurabl...
- Fri Apr 10, 2015 1:49 pm
- Forum: Modding help
- Topic: Determining type of transport belt to ground
- Replies: 5
- Views: 2093
Re: Determining type of transport belt to ground
Thank you, that kind of workaround should work (in most cases :)), I'll try. Perhaps I should write about it in Modding Interface Requests subforum. EDIT: While experimenting, I found another workaround - position of input and output belts to ground is slightly different, i.e. input belt with direct...
- Fri Apr 10, 2015 1:36 pm
- Forum: Modding help
- Topic: Determining type of transport belt to ground
- Replies: 5
- Views: 2093
Re: Determining type of transport belt to ground
Alas, event.createdentity.type value is also "transport-belt-to-ground", there is no indication whether it is input or output.
- Fri Apr 10, 2015 1:14 pm
- Forum: Modding help
- Topic: Determining type of transport belt to ground
- Replies: 5
- Views: 2093
Determining type of transport belt to ground
When you create a transport belt to ground, you can specify whether it is input or output - wiki says: createentity Parameters: ... Additional Entity-specific parameters ... TransportBeltToGround type ("output" or "input", defaults to "input") Is there any way to read t...
- Fri Apr 10, 2015 11:57 am
- Forum: Modding help
- Topic: Determining source of deconstruction order
- Replies: 3
- Views: 1291
Determining source of deconstruction order
Wiki says: onmarkedfordeconstruction Called when an entity is marked for deconstruction with the Deconstruction planner or via script. Contains entity, Lua/Entity of the entity marked Is there any way to determine what caused deconstruction - player or script? And, in case it was done by a player, i...
- Tue Mar 31, 2015 3:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] LUA - Ghosts are not aligned to the grid
- Replies: 2
- Views: 4309
Re: [0.11.19] [kovarex] LUA - Ghosts are not aligned to the grid
Awesome, thank you!
- Thu Mar 26, 2015 5:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] LUA - Ghosts are not aligned to the grid
- Replies: 2
- Views: 4309
[0.11.19] [kovarex] LUA - Ghosts are not aligned to the grid
When I create a ghost entity by game.createentity, it is not aligned to the grid properly (it is aligned to grid lines, instead of center of the tile): /c game.createentity{ name = "ghost", innername = "fast-transport-belt", position = game.player.position, direction = 0, force =...
- Thu Mar 26, 2015 3:18 pm
- Forum: Modding help
- Topic: Ghosts created in LUA code are not aligned to the grid
- Replies: 3
- Views: 2304
Re: Ghosts created in LUA code are not aligned to the grid
Thank you. I think I will try with creating / altering ghost prototype. Did you report this behaviour in bugs section? I want to report it but I don't want to make a duplicate.
- Thu Mar 26, 2015 2:37 am
- Forum: Modding help
- Topic: Ghosts created in LUA code are not aligned to the grid
- Replies: 3
- Views: 2304
Ghosts created in LUA code are not aligned to the grid
I'm trying to make a mod that would automatically find certain entities, mark them for deconstruction and place ghosts in their place. The problem is that every ghost created by game.createentity is somehow not aligned to the grid. This is part of code responsible for the replacement: local player =...
- Fri Mar 06, 2015 12:35 pm
- Forum: Releases
- Topic: Version 0.11.17
- Replies: 46
- Views: 51262
Re: Version 0.11.17
I'm fighting some bitters using laser turrets. The game is crashing every time I repair a turret and press Q to unequip repair pack. It displays a message: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums. Here is a log fi...