Search found 158 matches
- Thu Mar 12, 2020 1:40 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 146340
Re: [MOD 0.18] KRASTORIO^2
Hi Deadlock, it's been a long time! Oh god yes, so can I throw in the trash the IR compatibility for K2 (that is not completed, like 20%)? I really don't have time now Yes. I don't know exactly yet what is changing and what isn't, but there will be several changes and it will take me weeks or month...
- Thu Mar 12, 2020 12:17 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 146340
Re: [MOD 0.18] KRASTORIO^2
https://i.ibb.co/nnNFHNV/000.png This looks vaguely familiar ;) Congrats on the revamp. I started on IR2 but realistically it will be summer/autumn, ideally for Factorio 0.18 stable / 1.0. https://i.imgur.com/HiP8zJg.png Hi Deadlock, it's been a long time! Oh god yes, so can I throw in the trash th...
- Wed Mar 11, 2020 9:59 am
- Forum: Modding interface requests
- Topic: Voidable burnt result in crafting machines
- Replies: 2
- Views: 780
Voidable burnt result in crafting machines
Hi! I want talk about Prototype/Item in particular of burnt_result . Days later I found in the situation where I have an assembler that use a kind of fuel (fuel category), with only one fuel-item in that category initialy designed to give a burnt_result , after doing that I discover that inserters c...
- Wed Mar 11, 2020 7:49 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 146340
Re: [MOD 0.18] KRASTORIO^2
- Wed Mar 11, 2020 6:18 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 146340
Re: [MOD 0.18] KRASTORIO^2
Will there be any way to port Krastorio saves to this, or will it be start from scratch only? Krastorio Legacy saves are completly incompatible. This new version is not only an improvement, we rewrite all mod from zero, each line, choose what item should be mergable with other mod, what not, the mo...
- Tue Mar 10, 2020 11:25 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 146340
Re: [MOD 0.18] KRASTORIO^2
This looks neat, especially the new endgame goal. Even in the 160h IR+Krastorio game I just finished, I rarely needed more than 60% of my four-reactor nuclear plant, so the fusion and antimatter plants always seemed unnecessary. (The portable versions, on the other hand, were very useful for handli...
- Tue Mar 10, 2020 11:20 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 146340
- Thu Mar 05, 2020 11:39 am
- Forum: Modding interface requests
- Topic: Icon/s scale boxes on entities
- Replies: 0
- Views: 483
Icon/s scale boxes on entities
Hi! Trying the property scale_info_icons of Prototype/Container and scale_entity_info_icon of Prototype/AssemblingMachine I notice (from Bilka explanation) that they scale the icons on the selection box of the entity. Because some entities (in particular, in the case of containers) they become very ...
- Sat Feb 29, 2020 3:24 am
- Forum: Won't implement
- Topic: Offshore pump energy source
- Replies: 3
- Views: 1371
Re: Offshore pump energy source
Yeah, I do this too and I didn't like it, is lua code, each time a robot or player build and entity... event filters help but at the end: I have two entity, one vanilla, unused, one modded that is a assembler masked like an offshore pump and a lua code that check entities on built events... If all o...
- Fri Feb 28, 2020 11:01 pm
- Forum: Modding help
- Topic: [0.18.9] Crash-site assemblers
- Replies: 0
- Views: 436
[0.18.9] Crash-site assemblers
Hi, I'm using in my mod a copy of one of crash site assembler, "crash-site-assembling-machine-2-repaired", for some unknown reason, after have selected a recipe is impossible to put an item inside of it with Z (item in hand, mouse hover, press Z), like is for the normal assembler-machine p...
- Fri Feb 28, 2020 10:51 pm
- Forum: Won't implement
- Topic: Offshore pump energy source
- Replies: 3
- Views: 1371
Offshore pump energy source
Hi, reading FFF#336, I see that in next updates offshore pumps will be redesined, can be a good moment for ask if is possible add to the OffshorePump prototype the energy_source and energy_usage property, and set it energy_source = "void" by default? Many modders design alternative offshor...
- Wed Feb 19, 2020 7:21 am
- Forum: Implemented mod requests
- Topic: Add surface property to LuaTile
- Replies: 6
- Views: 1442
Re: Add surface property to LuaTile
Hi eradicator, so if I have understand because LuaPlayer and player character(LuaEntity) both extend LuaControl, they have surface property, but surface for LuaPlayer is in what surface the player camera is in that tick and for character is where the actual associeted character is? Anyway in this ca...
- Tue Feb 18, 2020 7:06 pm
- Forum: Implemented mod requests
- Topic: Add surface property to LuaTile
- Replies: 6
- Views: 1442
Add surface property to LuaTile
Hi, I just wondering if is possible add to class LuaTile the surface[R] property . There's some cases where from set of returned tiles is impossible to understand in what surface they are, for example in the event on_player_selected_area: Called after a player selects an area with a selection-tool i...
- Sun Feb 02, 2020 1:58 pm
- Forum: Modding help
- Topic: Dumb question from a non-modder
- Replies: 37
- Views: 6469
Re: Dumb question from a non-modder
Hi, some details are missing, so I don't get what are u doing wrong, but I will list some possible problems hoping one of this will help u: Prototypes are indexed by name. If ur mod or all loaded mods add to the game two prototypes, for example two equipment grids with the same name, they exist and ...
- Mon Jan 27, 2020 1:18 am
- Forum: Resolved Requests
- Topic: "burner-generator" Prototype Page
- Replies: 3
- Views: 2450
"burner-generator" Prototype Page
Hi to all, I have some modded entities that used "generator" prototype with burner attribute in 0.17 and I want migrate it to 0.18, changing the prototype to the new introduced in the 0.18 I discover that this attributes: horizontal_animation :: Animation vertical_animation :: Animation In...
- Wed Jan 15, 2020 10:53 pm
- Forum: Modding help
- Topic: Factorio achievements background (gears) images
- Replies: 4
- Views: 1002
Re: Factorio achievements background (gears) images
I have mention the mod authors for the work on images
- Wed Jan 15, 2020 2:28 pm
- Forum: Modding help
- Topic: Factorio achievements background (gears) images
- Replies: 4
- Views: 1002
Re: Factorio achievements background (gears) images
Thank u for the tip, I have try to ask on the mod portal,
anyway the mod page seems quiet, I don't know if I will get an answer.
anyway the mod page seems quiet, I don't know if I will get an answer.
- Tue Jan 14, 2020 8:19 am
- Forum: Modding help
- Topic: Factorio achievements background (gears) images
- Replies: 4
- Views: 1002
Factorio achievements background (gears) images
Hi to all again!
Would anyone have the gears (I think is five or six, normal bronze silver gold red) in background used in Factorio achievements images? I need the empty one for add custom achievements to a mod.
Would anyone have the gears (I think is five or six, normal bronze silver gold red) in background used in Factorio achievements images? I need the empty one for add custom achievements to a mod.
- Mon Jan 06, 2020 8:27 am
- Forum: Modding help
- Topic: Help with damage value
- Replies: 2
- Views: 651
Re: Help with damage value
I dunno if this can help. This is an old code that I made for change the damage of some turrets of a mod, maybe can help u as an example: function applyDamageMultiplierOnAmmo(_target_effects) for _, target_effect in pairs(_target_effects) do if target_effect.damage then target_effect.damage.amount =...
- Mon Jan 06, 2020 8:23 am
- Forum: Modding help
- Topic: Synchronize two inserters filters and network connections
- Replies: 4
- Views: 1284
Re: Synchronize two inserters filters and network connections
Hi DaveMcW, maybe I have understand, but about on_gui_closed: on_gui_closed ... Note: It's not advised to open any other GUI during this event because if this is run as a request to open a different GUI the game will force close the new opened GUI without notice to ensure the original requested GUI ...