Search found 172 matches
- 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...
- 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...
- 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...
- 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.)
'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.)
- 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'...
- 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"...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
That would be insanely HUGE.
- 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...
- 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 ...
- 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 = ...
- 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...
- 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"...
- 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?
If I wanted to remove / add a technology prerequisite, how can I do it?