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by darkfrei
Fri Oct 09, 2020 2:35 pm
Forum: PyMods
Topic: Data for all recipes?
Replies: 5
Views: 3913

Re: Data for all recipes?

Do we have a collection of all recipes for data analytic purpose? I want to identify some more commonly used items for better base layout. I can see that planning mods like Helmod can extract modded recipes. But I do not know how to get them outside of the game Any help? What format are you need? Y...
by darkfrei
Fri Oct 09, 2020 10:14 am
Forum: Mods
Topic: [MOD 0.12.x] NESTT: Build your base inside a train
Replies: 75
Views: 100532

Re: [MOD 0.12.x] NESTT: Build your base inside a train

It can be also in the spidertron
by darkfrei
Thu Oct 08, 2020 7:21 pm
Forum: Texture Packs
Topic: [Request] Ore crusher for a mod
Replies: 2
Views: 2979

Re: [Request] Ore crusher for a mod

Another version, public domain.


The assembling machine from vanilla, just same sprite, 4 times.
by darkfrei
Tue Oct 06, 2020 10:46 am
Forum: Tools
Topic: Modify vehicle entities globally
Replies: 14
Views: 4673

Re: Modify vehicle entities globally

It's possible to extend the event handler, not replace it. my-handler.lua: function on_built_entity (entity) if (entity.name == "car") or (entity.name == "tank") or (entity.name == "spidertron") then entity.minable=false end end local my_handler = { events = { [defines....
by darkfrei
Tue Oct 06, 2020 8:05 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.

Saniee wrote: ↑
Mon Oct 05, 2020 7:11 pm
Thank you so much!

Edit: Sry for late response.
No problem, you are welcome!
by darkfrei
Mon Oct 05, 2020 7:33 pm
Forum: Tools
Topic: Modify vehicle entities globally
Replies: 14
Views: 4673

Re: Modify vehicle entities globally

boskid wrote: ↑
Mon Oct 05, 2020 7:31 pm
This is the console/chat history. It is only stored for the purpose of showing you the console/chat if you reopen it with a tilde.
You are right, I've tried to mine the old car :|
by darkfrei
Mon Oct 05, 2020 7:30 pm
Forum: Tools
Topic: Modify vehicle entities globally
Replies: 14
Views: 4673

Re: Modify vehicle entities globally

Open your save file, there is the level.dat

all scripts are here
by darkfrei
Mon Oct 05, 2020 7:26 pm
Forum: Tools
Topic: Modify vehicle entities globally
Replies: 14
Views: 4673

Re: Modify vehicle entities globally

boskid wrote: ↑
Mon Oct 05, 2020 7:10 pm
a/ After save-load hooks will stop working
No
by darkfrei
Mon Oct 05, 2020 7:02 pm
Forum: Tools
Topic: Modify vehicle entities globally
Replies: 14
Views: 4673

Re: Modify vehicle entities globally

Thank you for your prompt response! Boskid. Your will be enough but just to be clear, there is no way to make this change constant without a Mod, right? /c function on_built_entity (entity) if (entity.name == "car") or (entity.name == "tank") or (entity.name == "spidertron&...
by darkfrei
Mon Oct 05, 2020 6:07 pm
Forum: Texture Packs
Topic: [Request] Ore crusher for a mod
Replies: 2
Views: 2979

Re: [Request] Ore crusher for a mod

tijon23 wrote: ↑
Mon Oct 05, 2020 2:21 pm
The style can be anything but if you don't know what to choose, go with Factorio-Style.
Small placeholder, blend.
by darkfrei
Sun Oct 04, 2020 10:00 pm
Forum: Ideas and Requests For Mods
Topic: Equipment Module - Cloaking or Invisibility
Replies: 1
Views: 760

Re: Equipment Module - Cloaking or Invisibility

The only one way to be invisible for biters: change the force to "enemy" or just friendly to enemy.
by darkfrei
Sun Oct 04, 2020 12:37 pm
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 2006

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? Prerequisites are just a list of technologies. 2020-10-04T14_31_34-D__Factorio_1.0_factorio-current.log - Notepad++.png You are need to remove the value from this list, for example as funct...
by darkfrei
Sat Oct 03, 2020 10:13 pm
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 2006

Re: Update recipes with new technologies:

Sorry. Some recipes have .normal and some of them have .expensive recipe difficult. 2020-10-04T00_11_11-D__Factorio_1.0_factorio-current.log - Notepad++.png Just find how it was defined: data.raw.recipe["iron-gear-wheel"].normal.ingredients[1] = {"iron-plate", 2} data.raw.recipe[...
by darkfrei
Sat Oct 03, 2020 10:07 pm
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 2006

Re: Update recipes with new technologies:

And if I had a recipe and wanted to change an item required? Iron gear wheel: Iron plate, x1 -> Iron gear wheel New recipe: Iron rod, x1 -> Iron gear wheel I've tried to understand and replicate Bob's method (as his way to code is very clear and powerful) but the game didn't "applied" the...
by darkfrei
Fri Oct 02, 2020 4:20 pm
Forum: Modding help
Topic: Questions...
Replies: 11
Views: 1560

Re: Questions...

How to remove recipe category: set the defined data.raw["recipe-category"].smelting = {type = "recipe-category", name = "smelting"} to data.raw["recipe-category"].smelting = nil We are need to find all "smelting" and replace with (for example) "...
by darkfrei
Fri Oct 02, 2020 4:14 pm
Forum: Modding help
Topic: Questions...
Replies: 11
Views: 1560

Re: Questions...

Third Question: Now this not a new question that i'm asking but since i got no answer i have to ask again here; how to remove the vanilla categories(and yeah Category=nil doesn't work it render that category not there and an error message appears tell me to add it back), it seems the lua pages have...
by darkfrei
Fri Oct 02, 2020 7:20 am
Forum: Show your Creations
Topic: [Project Log] I want to turn my Factorio into a Tomagochi
Replies: 11
Views: 5880

Re: [Project Log] I want to turn my Factorio into a Tomagochi

TheRangerLOL wrote: ↑
Fri Oct 02, 2020 2:09 am
If can't decide which i'll probably just end up using both, just in different capacities.
How about this mod? https://mods.factorio.com/mod/LED_arithmetic_combinator
by darkfrei
Thu Oct 01, 2020 2:02 pm
Forum: Gameplay Help
Topic: private chunks
Replies: 9
Views: 2211

Re: private chunks

what mod? i expect im select my territory and name it, then edit permissions to my base to users or group users. You can make a mod and change the permissions for players by your area. By your spawn? https://lua-api.factorio.com/latest/LuaPermissionGroups.html https://lua-api.factorio.com/latest/Lu...
by darkfrei
Thu Oct 01, 2020 1:57 pm
Forum: Modding discussion
Topic: Testing whether an _area_ has been charted
Replies: 6
Views: 1579

Re: Testing whether an _area_ has been charted

Save this 4 positions as top_left (tl) and bottom_right (br) positions to the global. Check the chunk on chunk charted This would be easy if it was only about one chunk. But even an area of 100 x 100 tiles is larger than 9 chunks (3x32 tiles per x and y). You are need to save your coordinates as ch...
by darkfrei
Thu Oct 01, 2020 10:32 am
Forum: Modding discussion
Topic: Testing whether an _area_ has been charted
Replies: 6
Views: 1579

Re: Testing whether an _area_ has been charted

Save this 4 positions as top_left (tl) and bottom_right (br) positions to the global.
Check the chunk on chunk charted
https://lua-api.factorio.com/latest/eve ... nk_charted

if tl.x ≀ x ≀ br.x and tl.y ≀ y ≀ br.y then it's your area

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