Search found 1266 matches

by FreeER
Mon Sep 10, 2018 1:03 pm
Forum: Modding help
Topic: I can not register an event
Replies: 3
Views: 1989

Re: I can not register an event

by FreeER
Sun Sep 02, 2018 2:00 pm
Forum: Modding help
Topic: Entity Modification
Replies: 25
Views: 7774

Re: Entity Modification

well you should already know the result since you're duplicating recipes to produce something with different ore types, the ingredients of course will be a table of ore_name plus whatever other ingredients the recipe would use and the name would probably be something like string.format('%s-oxigen-%s...
by FreeER
Thu Aug 23, 2018 9:26 pm
Forum: Modding help
Topic: How Do I Delete a Recipe or Item From Vanilla?
Replies: 11
Views: 10598

Re: How Do I Delete a Recipe or Item From Vanilla?

Now I am trying to figure out how to reduce the amount of items in a recipe Well, I haven't messed with Factorio in a long time now but, it should just be a lua table. So data.raw["recipe"]["high-tech-science-pack"].ingredients is the table { {"battery", 1}, -- index 1...
by FreeER
Wed Feb 18, 2015 9:10 pm
Forum: Modding help
Topic: Hiding Recipe Categories
Replies: 3
Views: 2292

Re: Hiding Recipe Categories

not as far as I know.
by FreeER
Sat Feb 14, 2015 10:27 pm
Forum: Modding help
Topic: How to best delete an autoplace-control entry?
Replies: 4
Views: 3031

Re: How to best delete an autoplace-control entry?

Thank you for this and the lua-noob answers. no problem, everyone learns over time I'm now using "for i,v in pairs" to walk tables, and I can see the data much more clearly. Indeed, though unless you are doing something to everything/most, or take extra measures to break out of the loop w...
by FreeER
Sat Feb 14, 2015 6:56 pm
Forum: Modding help
Topic: using "OR" in recipes not "AND"
Replies: 5
Views: 3300

Re: using "OR" in recipes not "AND"

which can create confusion, and/or beats the main purpose of the mod. Indeed. What could also be done is to simulate a crafter 'manually' by using a regular container and Lua code. You could even have a gui to select the recipes, it's alot more work but the only 'solution' that allows for this with...
by FreeER
Sat Feb 14, 2015 5:20 pm
Forum: Modding help
Topic: [answered] Where does lua's print function output go?
Replies: 4
Views: 5099

Re: [answered] Where does lua's print function output go?

Flux Faraday's is the best solution, but if you just want something quick and dirty I often use error(serpent.block(something)) to make Factorio show me the value of something in an error dialog :)
by FreeER
Sat Feb 14, 2015 4:49 pm
Forum: Modding help
Topic: How to best delete an autoplace-control entry?
Replies: 4
Views: 3031

Re: How to best delete an autoplace-control entry?

The issue is that you only delete the autoplace control, but the entity is still trying to reference that in it's autoplace definition. The second method fails because it only works for numeric indexes (it's used to shift the other entries up and prevent a sparse table, since next/ipairs will stop a...
by FreeER
Fri Feb 13, 2015 11:37 pm
Forum: Modding help
Topic: Make a fuel only work in one type of generator
Replies: 1
Views: 1567

Re: Make a fuel only work in one type of generator

not as far as I'm aware. Theoretically you could make a second item without the fuel value and have players craft it, then swap it out using Lua with the one that has a fuel value later. However, since non-fuel items won't go in a fuel slot players would have to use a chest and an inserter and the L...
by FreeER
Fri Feb 13, 2015 11:32 pm
Forum: Mods
Topic: [0.10.12] cheatUI 0.1.1
Replies: 7
Views: 9866

Re: [0.10.12] cheatUI 0.1.1

didnt work for me :( "__cheatMod__/control.lua:3: LuaGame doesn't have readable property gettext" I forked the github repo and made a version compatible with 11.x after the new locales (and the removal of gettext), it theoretically also supports multiplayer use. In multiplayer the command...
by FreeER
Fri Feb 13, 2015 2:56 am
Forum: Modding help
Topic: "Raw wood cannot be smelted", even though there is a recipe?
Replies: 1
Views: 1595

Re: "Raw wood cannot be smelted", even though there is a rec

It's because the game only checks items with a fuel value to see if they can be used as fuel, not if it is part of a recipe. I think this is being worked on, but it has been a known issue for quite some time. I'm fairly certain you could use a crafting recipe (or use a dedicated category for some sp...
by FreeER
Fri Feb 13, 2015 2:40 am
Forum: Modding help
Topic: using "OR" in recipes not "AND"
Replies: 5
Views: 3300

Re: using "OR" in recipes not "AND"

It's not currently possible to do so in that manner, but you can actually have separate recipes that produce the same thing with different ingredients. Since the prototypes are written in a Lua file you can actually write a function to create those separate recipes, perhaps something like so (note I...
by FreeER
Wed Feb 11, 2015 4:33 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 299016

Re: [MOD 0.11.x] Landfill (2.1.2)

My bug is probably something super simple yep, the name does need to be changed to name_version format (both specified in the info.json file) and in one of the 11.x version (.6 I think) they changed frame_width and frame_height in animations to just width and height (for consistency with sprite def...
by FreeER
Wed Feb 11, 2015 2:36 am
Forum: Modding help
Topic: Steam Engines Power output is capped
Replies: 3
Views: 2769

Re: Steam Engines Power output is capped

The generator's buffer size is hard coded in C++ based on the max temp of water, not entirely sure why. A 'workaround' of sorts would be to create a duplicate of water with a different name, change offshore-pumps give the duplicate and change the max temp of the original water to some large value. T...
by FreeER
Wed Feb 11, 2015 12:06 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 146302

Re: [0.11.1] endless resources

doesn't give any error, but then resources deplete normally :? works for me. btw, ipairs wouldn't have caused an error if you did accidentally use it, it simply wouldn't work :) If nothing else (though it shouldn't be necessary) you could use for k, v in pairs(data.raw.resource) do v=data.raw.resou...
by FreeER
Tue Feb 10, 2015 5:10 am
Forum: Modding discussion
Topic: How to add a new logistics mode?
Replies: 1
Views: 4026

Re: How to add a new logistics mode?

I'm fairly sure that this isn't possible, or at the very least not directly through prototypes and would need some fancy coding to do, though honestly I'm not sure how I'd start if I was working on it...
by FreeER
Tue Feb 10, 2015 5:09 am
Forum: Modding discussion
Topic: My modpack
Replies: 2
Views: 5064

Re: My modpack

try reading this, though I'll be honest and say I haven't read it all myself yet :) in general though make sure that the original/maintaining author has given permission for you to include the mod or has referenced a license which gives others the right to redistribute (and modify, if necessary).
by FreeER
Tue Feb 10, 2015 5:02 am
Forum: Modding discussion
Topic: Can mods draw graphs?
Replies: 2
Views: 4852

Re: Can mods draw graphs?

No Factorio does not currently provide that, as far as I am aware it's not on any todo list either.
by FreeER
Tue Feb 10, 2015 5:01 am
Forum: Modding discussion
Topic: Custom Entities
Replies: 1
Views: 4117

Re: Custom Entities

Sure, that's already supported by Factorio. You'd just make a new crafting category and have the new 'centrifuge' and it's recipes use it
As for things that aren't supported by Factorio, it's usually possible with some understanding of Lua and Factorio's modding API.
by FreeER
Tue Feb 10, 2015 3:41 am
Forum: Modding help
Topic: Creating a Nuclear Power Plant
Replies: 1
Views: 2062

Re: Creating a Nuclear Power Plant

see this . As I mentioned there after you've read everything feel free to ask more questions here. Also, you might use a furnace/boiler instead of the solar panel mentioned there. See also these mods Uranium Power - Liquius MoPower - ludsoe perhaps also (solar panel though) Power Limiter & DMG -...

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