Search found 91 matches

by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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.
by kds71
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...
by kds71
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...
by kds71
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 =...
by kds71
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.
by kds71
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 =...
by kds71
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...

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