Search found 1266 matches
- 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
seems relevant: viewtopic.php?f=34&t=49186
- 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...
- 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...
- 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.
- 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...
- 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...
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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).
- 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.
- 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.
As for things that aren't supported by Factorio, it's usually possible with some understanding of Lua and Factorio's modding API.
- 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 -...