Search found 172 matches

by DiegoPro77
Mon Oct 14, 2024 9:34 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 81583

Re: Friday Facts #376 - Research and Technology

I'm currently reading (again) all the Space Age FFFs, and I must say that this was a feature that I asked so many times to be applied in the game (especially on modding) - It allows you to change recipes in some way... I really thank you for the attention you gave to the community. (And that you con...
by DiegoPro77
Fri Oct 11, 2024 12:08 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 35862

Re: Friday Facts #432 - Aquilo

Maybe I'd reduce the pitch of the Railgun's sound a bit. My ears are bein' satisfied and destroyed at the same time. And to know - are resources like Oil on this planet endless since they pump from a 200km deep ocean? However, this DLC is an amazing work. I hope it won't be too difficult to maintain...
by DiegoPro77
Tue Jul 09, 2024 9:21 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 59336

Re: Friday Facts #414 - Spoils of Agriculture

You could create the mod that just removes the spoil time, if you don't like it. It's obvious that the spoil time is a balance choice. If you introduce the way to halt it, it makes the whole feature pointless. You just replace the chests with freezers and that's it. Or just put this feature in a pr...
by DiegoPro77
Fri Jun 07, 2024 1:18 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 59336

Re: Friday Facts #414 - Spoils of Agriculture

I think i'm gonna create a mod about refrigerators.
'Cause in this game we have spaceships, lasers and nukes but no freezers - and I want to have a place to preserve the ice creams for this summer.
(I'm from italy - and I'm already dying from the first summer heat wave.)
by DiegoPro77
Mon Apr 01, 2024 8:38 am
Forum: Modding help
Topic: A way to edit productivity module limitations
Replies: 3
Views: 960

Re: A way to edit productivity module limitations

Sorry for the late reply. First step is to read the modding tutorial and then the second step is to familiarize yourself with how to navigate the documentation. I don't really understand how functions, events and other things can be made - and I think it is more a "my" problem since I don'...
by DiegoPro77
Tue Mar 26, 2024 4:07 pm
Forum: Modding help
Topic: Merge two items or substitute an item with another
Replies: 0
Views: 338

Merge two items or substitute an item with another

Hi guys. While trying to add compatibilities between some mods I came across a repeating problem: two items that are similar (or even the same, as an equipment) and have similar uses but are two different prototypes, therefore two different items. Let's say I have an item called "mod1-sand"...
by DiegoPro77
Sat Jan 13, 2024 3:04 pm
Forum: Modding help
Topic: A way to edit productivity module limitations
Replies: 3
Views: 960

A way to edit productivity module limitations

Hi guys, let me go straight into this. I'm not good at Lua probably, but I need to add some recipes ("iron-dust0", "iron-dust1", "iron-dust2") to the productivity module limitations and dunno how to do that. I saw that it is the function that defines to which recipes pr...
by DiegoPro77
Wed Jan 03, 2024 9:53 am
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1420

Re: Migrations on mod compatibilities

If a player can break something, at least one will. Whether it's worth handling or not it is a subjective judgement for you. There are some mods which simply aren't ever going to work out well when introduced or removed mid-game. In that case it may be massively less work for you to simply warn the...
by DiegoPro77
Sat Dec 30, 2023 2:07 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1420

Re: Migrations on mod compatibilities

You don't have to copy paste the migration file, because which recipes are unlocked is a part of the game state, saved in the savefile. Once unlocked, always unlocked. If the mod author of lead recipes adds new recipes in a future mod update, which you also want to unlock with a different technolog...
by DiegoPro77
Sat Dec 30, 2023 10:10 am
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1420

Re: Migrations on mod compatibilities

As far as I know I don't think this is possible with JSON migration files. But you can write Lua migration files as well, and you can conditionally run a code block if and only if a specific mod is present ( game.active_mods ), or test for the existence of named prototypes , etc. Wait I found out a...
by DiegoPro77
Sat Dec 30, 2023 9:52 am
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1420

Re: Migrations on mod compatibilities

As far as I know I don't think this is possible with JSON migration files. But you can write Lua migration files as well, and you can conditionally run a code block if and only if a specific mod is present ( game.active_mods ), or test for the existence of named prototypes , etc. Oh interesting thi...
by DiegoPro77
Fri Dec 29, 2023 8:18 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1420

Migrations on mod compatibilities

Hi guys, I have a question. I'm currently working on my ore refining mod : as the name says it introduces ore refining chains. I was trying to add compatibility with Brevven's Lead mod , and I got a problem with migration files. Let's say that smo is playing both mods, and I release this updated ver...
by DiegoPro77
Fri Dec 15, 2023 5:11 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 54401

Re: Friday Facts #387 - Swimming in lava

Hi, I dunno if smo has already asked this question and you have already answered in a reply on in a FFF and I missed it, but let me ask: will the creation of custom worlds be possible for modders? ("The hell are you not satisfied enough?" --> "I'm only here for science purposes :D&quo...
by DiegoPro77
Sun Sep 24, 2023 10:14 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 81583

Re: Friday Facts #376 - Research and Technology

Sorry if I come late, maybe you already answered to this question: will it be possible for modders to create their own custom productivity technologies?
That would be insanely HUGE.
by DiegoPro77
Sun Sep 24, 2023 9:56 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196463

Re: Friday Facts #375 - Quality

On another similar game, called Dyson Sphere Program, I like the feature to increase the "quality" of the machine outputs (speed or production) with spryers. Let me explain. In this game you have conveyor belts similar to the factorio ones. On these belts you can put spyers that, guess wha...
by DiegoPro77
Sat May 27, 2023 5:40 pm
Forum: Modding help
Topic: Technology research disables a recipe
Replies: 3
Views: 732

Re: Technology research disables a recipe

Hi! Thank you for the codes and the explanations: they're all really appreciated. I succeded in disabling some "deprecated" recipes the mod I'm making, and this will become really handly in the future, since I inted to modify and enhance many recipes in the making. When I'll implement the ...
by DiegoPro77
Sat May 27, 2023 1:56 pm
Forum: Modding help
Topic: Technology research disables a recipe
Replies: 3
Views: 732

Technology research disables a recipe

Hi guys, I have a question. I've been absent from the game and therefore from programming Lua for quite a period, and I've never been good with this language, so I'd like to know if you're kind enough to tell me if there's a way to do a thing like this. (Maybe it's faster with an example.) { type = ...
by DiegoPro77
Wed Sep 29, 2021 3:00 pm
Forum: Modding help
Topic: Mod Internal Names
Replies: 3
Views: 1704

Re: Mod Internal Names

You can request a change from the devs and they'll rename the mod portal internal name whilst keeping discussions, download counts, etc. But there's nothing in game to support this so players using the old name won't be able to update to a newer version with the new name automatically. If you do do...
by DiegoPro77
Wed Sep 29, 2021 2:37 pm
Forum: Modding help
Topic: Mod Internal Names
Replies: 3
Views: 1704

Mod Internal Names

Hi guys, It's been a while since I left modding this game, so I'll be short in my question. Is there a way to modify the internal mod name of, indeed, a mod? 'Cause I'd like to change, for example, my mod "Better-Power-Armor-Grid_4.0.0" into something like "Ev-Power-Armors_4.0.0"...
by DiegoPro77
Sun Oct 04, 2020 11:55 am
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 2352

Re: Update recipes with new technologies:

Thank you darkfrei; one more thing...
If I wanted to remove / add a technology prerequisite, how can I do it?

Go to advanced search