Search found 2903 matches
- Wed Nov 04, 2020 8:21 am
- Forum: Ideas and Requests For Mods
- Topic: (Joke) Bad Mod Ideas
- Replies: 9
- Views: 3186
Re: (Joke) Bad Mod Ideas
#1: A mod that adds 1 wood to every recipe in the game. Cannot test right now, but must work with all mods: for recipe_name, recipe in pairs (data.raw.recipe) do local handlers = recipe.normal and {recipe.normal, recipe.expensive} or {recipe} for _, handler in pairs (handlers) do if handler.ingredi...
- Tue Nov 03, 2020 8:04 am
- Forum: Modding help
- Topic: Fast-replace pipe with modded storage tank
- Replies: 4
- Views: 957
Re: Fast-replace pipe with modded storage tank
Same for splitters and belts?eradicator wrote: βThu Oct 29, 2020 3:35 pmNo. Fast replace only works for same-size same-group entities.
- Mon Nov 02, 2020 8:37 pm
- Forum: Modding help
- Topic: Changing pivot point of inserter arm?
- Replies: 10
- Views: 2201
Re: Changing pivot point of inserter arm?
Very nice pipe graphics!
- Sat Oct 31, 2020 7:34 pm
- Forum: General discussion
- Topic: don't you think spidertron is way too small
- Replies: 3
- Views: 1715
- Sat Oct 31, 2020 3:38 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 80646
- Sat Oct 31, 2020 10:34 am
- Forum: Gameplay Help
- Topic: Acid puddle size?
- Replies: 3
- Views: 1842
Re: Acid puddle size?
I stand corrected; I managed to get some data for mostly Big Spitters. It looks like it's a small-ish circle. I'll see if I can get something more complete. mostly-spitters.png You are need the defifnition of file: blood-puddle-var-main.png (hr-blood-puddle-var-main.png) from Factorio\data\base\gra...
- Wed Oct 28, 2020 8:15 am
- Forum: Modding discussion
- Topic: surface.set_tiles() and ungenerated chunks?
- Replies: 7
- Views: 2481
Re: surface.set_tiles() and ungenerated chunks?
The main default tile is "not-on-map", if I can right understand what you call "default tile".
- Wed Oct 28, 2020 8:10 am
- Forum: Modding help
- Topic: Entity unit_number
- Replies: 5
- Views: 1770
Re: Entity unit_number
You don't need the uid, but
You can make your own uid for entities such as
You can make your own uid for entities such as
Code: Select all
local uid = generate_uid()
global.holders[uid] = {entity = entity, uid = uid}
Code: Select all
function generate_uid()
local last_uid = global.last_uid or 0
local new_uid = last_uid +1
global.last_uid = new_uid
return new_uid
end
- Tue Oct 27, 2020 8:08 am
- Forum: Ideas and Suggestions
- Topic: Pollution clouds /Smog
- Replies: 6
- Views: 2197
Re: Pollution clouds /Smog
There is no way to make smooth gradient in Lua Rendering.
- Mon Oct 26, 2020 5:42 pm
- Forum: Modding discussion
- Topic: Can I hire you to mod for me?
- Replies: 1
- Views: 1007
Re: Can I hire you to mod for me?
All of this is possible :) Can you write recipes in any format? For example I have parser to read such recipes: {{"iron-ore"},{"iron-plate"}}, {{"iron-ore", 2},{"iron-plate",2}}, {{"iron-ore", "copper-ore"},{"iron-plate",2, 0.5, &...
- Mon Oct 26, 2020 4:43 pm
- Forum: Modding help
- Topic: Rotatable labs?
- Replies: 12
- Views: 2286
Re: Rotatable labs?
Eh. How does on_built know that the blueprint was rotated? I don't like this solution. But there is no way to do it the right. You can get the direction of the entity, delete it and place the lab with the same direction. Maybe also some hidden entity that makes nothing, but that goes to the bluepri...
- Mon Oct 26, 2020 11:46 am
- Forum: Modding help
- Topic: Rotatable labs?
- Replies: 12
- Views: 2286
Re: Rotatable labs?
Hack: blueprintable must be placeholder with 4 orientations, on build replace with lab with same hardcoded orientation.
- Sun Oct 25, 2020 7:42 pm
- Forum: Show your Creations
- Topic: Lube-Only-Production
- Replies: 24
- Views: 18095
Re: Lube-Only-Production
Why not light oil to solid fuel?
- Fri Oct 23, 2020 1:17 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 2642
Re: [Request] Speed/Prodictivty effecting burner tech
I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons. The vanilla has values: data.raw.furnace["electric-furnace"].module_specification = {module_slots = 2, module_info_icon_shift = {0, 0.8}} data.raw.furnace["electric-furnace"].allowed...
- Fri Oct 23, 2020 10:47 am
- Forum: Modding help
- Topic: Restrict entity to a 2x2 grid
- Replies: 8
- Views: 1941
- Thu Oct 22, 2020 10:03 am
- Forum: Modding help
- Topic: How to define a specific fuel type for furnaces.
- Replies: 11
- Views: 2842
Re: How to define a specific fuel type for furnaces.
I've made this nuclear furnace, see https://mods.factorio.com/mod/NuclearFurnace
Nothing is hardcoded.
If your item has fuel type "nuclear", then it can be used in assemblers/furnaces/etc. with the same fuel type only.
- Sun Oct 11, 2020 11:13 pm
- Forum: Gameplay Help
- Topic: Can I grow grass where the biter bases used to be?
- Replies: 11
- Views: 3665
- Sun Oct 11, 2020 11:07 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 12113
- Sun Oct 11, 2020 9:38 pm
- Forum: Texture Packs
- Topic: Need icons graphics
- Replies: 4
- Views: 4094
- Sun Oct 11, 2020 6:31 pm
- Forum: Texture Packs
- Topic: Need icons graphics
- Replies: 4
- Views: 4094
Re: Need icons graphics
This work has been released into the public domain by its author, Benjah-bmm27. This applies worldwide.
https://commons.wikimedia.org/wiki/File ... 3D-vdW.png