Pipes have random priority depending on build order.
You can decrease the priority of heavy oil cracking by adding more pipe segments before it.
The best design is [Refinery output] -> [Refinery input] -> [Heavy oil cracking] in a single pipeline.
Search found 3700 matches
- Thu Aug 25, 2022 11:58 pm
- Forum: Gameplay Help
- Topic: Different results in same blueprint
- Replies: 2
- Views: 662
- Wed Aug 17, 2022 1:03 am
- Forum: Modding help
- Topic: Get an error when attempting to add things to bobinserters
- Replies: 2
- Views: 682
Re: Get an error when attempting to add things to bobinserters
Unlike data.lua, control.lua is sandboxed. You can't interact with the control.lua of other mods.
Bob also has a restrictive license, so you need his permission if you want to copy the entire control.lua and edit it.
Bob also has a restrictive license, so you need his permission if you want to copy the entire control.lua and edit it.
- Fri Aug 12, 2022 5:02 pm
- Forum: Modding help
- Topic: How to change other mod's research?
- Replies: 6
- Views: 1492
Re: How to change other mod's research?
There is no ingredients property on the technology prototype.
You need data.raw.technology["long-inserters-2"].unit.ingredients
You need data.raw.technology["long-inserters-2"].unit.ingredients
- Thu Aug 04, 2022 3:28 pm
- Forum: Modding help
- Topic: character_running_speed inaccuracy
- Replies: 5
- Views: 1293
Re: character_running_speed inaccuracy
There is no accumulation, all rounding errors are discarded.
- Fri Jul 22, 2022 5:47 am
- Forum: Technical Help
- Topic: Server is joinable through browser, but not through IP address
- Replies: 4
- Views: 1326
Re: Server is joinable through browser, but not through IP address
Sounds like you have a firewall blocking incoming IP traffic.
You want Factorio to handle the UDP protocol on port 34197. See the Lightsail firewall guide.
Joining through the browser works because your headless server connected to Factorio's servers first, so it counts as an outgoing connection.
You want Factorio to handle the UDP protocol on port 34197. See the Lightsail firewall guide.
Joining through the browser works because your headless server connected to Factorio's servers first, so it counts as an outgoing connection.
- Sun Jul 17, 2022 10:57 pm
- Forum: Modding help
- Topic: custom module
- Replies: 3
- Views: 856
Re: custom module
local category = table.deepcopy(data.raw["recipe-category"]["basic-crafting"]) category.name = "sieve-crafting" data:extend{category} local machine = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"]) machine.name = "sieve-m...
- Fri Jul 15, 2022 12:09 am
- Forum: Modding interface requests
- Topic: .mp4 cutscenes.
- Replies: 2
- Views: 854
Re: .mp4 cutscenes.
You can play single images.
viewtopic.php?f=49&t=99036
If you play them fast enough it looks like a video.
viewtopic.php?f=49&t=99036
If you play them fast enough it looks like a video.
- Thu Jul 14, 2022 11:59 pm
- Forum: Modding help
- Topic: supports_direction on prototypes returning true unintuitively
- Replies: 2
- Views: 817
Re: supports_direction on prototypes returning true unintuitively
Try with an assembling machine. It supports direction only if the recipe involves fluids.
Furnaces work the same way, though I'm not sure you can ever give a stone furnace a fluid recipe.
Furnaces work the same way, though I'm not sure you can ever give a stone furnace a fluid recipe.
- Sat Jun 18, 2022 11:08 pm
- Forum: Modding help
- Topic: [1.1] High Speed Bullet Train Mod from 0.16
- Replies: 2
- Views: 1250
Re: [1.1] High Speed Bullet Train Mod from 0.16
The next thing to try is pictures.y. Your selection is 6 pixels past the bottom of the image file.
- Fri Jun 17, 2022 6:03 pm
- Forum: Modding help
- Topic: Event when singal of a constant combinator are changed
- Replies: 7
- Views: 2275
Re: Event when singal of a constant combinator are changed
The event does not exist.
You can catch most changes with on_gui_closed.
But constant combinators can also be updated by copy/pasting (on_entity_settings_pasted) or stamping a blueprint (no relevant event).
You can catch most changes with on_gui_closed.
But constant combinators can also be updated by copy/pasting (on_entity_settings_pasted) or stamping a blueprint (no relevant event).
- Sun Jun 12, 2022 4:30 pm
- Forum: Modding help
- Topic: How can I filter this article
- Replies: 2
- Views: 1026
Re: How can I filter this article
Code: Select all
for _, fluid in pairs(game.fluid_prototypes) do
if not fluid.hidden then
game.print(fluid.name)
end
end
- Fri Jun 03, 2022 7:57 pm
- Forum: Modding help
- Topic: Change research bar color
- Replies: 1
- Views: 696
Re: Change research bar color
I tried
...but nothing seems to happen.
Code: Select all
data.raw['gui-style']['default'].research_progressbar.color = {r=1, g=1}
- Thu Jun 02, 2022 11:51 am
- Forum: Modding interface requests
- Topic: Mesure PAUSE duration
- Replies: 3
- Views: 1079
Re: Mesure PAUSE duration
There is game.create_profiler(), which displays a duration in milliseconds. But you can't read the value.
- Wed Jun 01, 2022 1:07 am
- Forum: Gameplay Help
- Topic: Time comparison between clocks
- Replies: 7
- Views: 2464
Re: Time comparison between clocks
Here is a simple clock: simple-clock.png This "simple" clock is still very complicated! Here are the processing steps it goes through each tick: 1. Delete all signals on the wire from the previous tick (instant). 2. Copy the arithmetic combinator output to the empty wire (instant). 3. Add ...
- Tue May 31, 2022 5:55 am
- Forum: Gameplay Help
- Topic: Time comparison between clocks
- Replies: 7
- Views: 2464
Re: Time comparison between clocks
The "T<Z → T=1" combinator acts like a constant combinator until the limit is reached. So it adds to the count every single tick.
The two tick delay comes into play when the limit is reached. It stops at 611 instead of 609, because there is two ticks of latency.
The two tick delay comes into play when the limit is reached. It stops at 611 instead of 609, because there is two ticks of latency.
- Thu May 26, 2022 7:34 pm
- Forum: Questions, reviews and ratings
- Topic: Blueprint lab mod crashes my game if I try to exit
- Replies: 9
- Views: 2694
Re: Blueprint lab mod crashes my game if I try to exit
Code: Select all
/c game.player.create_character()
Code: Select all
/c game.player.force = "player"
- Fri May 20, 2022 2:52 pm
- Forum: Modding help
- Topic: How to reference base Prototype fields for building other prototypes
- Replies: 10
- Views: 1865
Re: How to reference base Prototype fields for building other prototypes
You can use log() and serpent.block() to find the nil. This outputs to factorio-current.log
Code: Select all
log(serpent.block(data.raw.recipe["iron-plate"]))
log(serpent.block(data.raw.recipe["my-bar"]))
- Fri May 20, 2022 4:35 am
- Forum: Modding help
- Topic: How to reference base Prototype fields for building other prototypes
- Replies: 10
- Views: 1865
Re: How to reference base Prototype fields for building other prototypes
energy_required is an optional field which is allowed to be nil during the data stage. If it is still nil at the end, it gets set to the default value of 0.5. This means you need to check for nil before doing math on it. local energy = data.raw.recipe["iron-plate"].energy_required or 0.5 d...
- Tue May 17, 2022 6:02 pm
- Forum: Modding help
- Topic: CONSUME FISH WHEN EXECUTING A CUSTOM ACTION
- Replies: 3
- Views: 877
Re: CONSUME FISH WHEN EXECUTING A CUSTOM ACTION
Code: Select all
local consumed = player.remove_item{name="raw-fish", count=1}
if consumed == 1 then
-- teleport code
else
player.surface.create_entity{name="flying-text", position=player.position, render_player_index=player.index, color={r=1}, text="Out of fish"}
end
- Sun May 15, 2022 1:31 am
- Forum: Modding discussion
- Topic: Speaker alert_message is read only?
- Replies: 2
- Views: 947
Re: Speaker alert_message is read only?
You have to write the table back to entity.alert_parameters.
Code: Select all
local parameters = event.entity.alert_parameters
parameters.alert_message = "+"
event.entity.alert_parameters = parameters