Search found 2903 matches
- 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...
- 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
- 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.
The assembling machine from vanilla, just same sprite, 4 times.
- 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....
- Tue Oct 06, 2020 8:05 am
- Forum: Modding help
- Topic: How to define a specific fuel type for furnaces.
- Replies: 11
- Views: 2842
- Mon Oct 05, 2020 7:33 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4673
- 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
all scripts are here
- Mon Oct 05, 2020 7:26 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4673
- 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&...
- Mon Oct 05, 2020 6:07 pm
- Forum: Texture Packs
- Topic: [Request] Ore crusher for a mod
- Replies: 2
- Views: 2979
- 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.
- 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...
- 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[...
- 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...
- 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) "...
- 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...
- 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
How about this mod? https://mods.factorio.com/mod/LED_arithmetic_combinatorTheRangerLOL wrote: βFri Oct 02, 2020 2:09 amIf can't decide which i'll probably just end up using both, just in different capacities.
- 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...
- 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...
- 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 β€ x β€ br.x and tl.y β€ y β€ br.y then it's your area
Check the chunk on chunk charted
https://lua-api.factorio.com/latest/eve ... nk_charted
if tl.x β€ x β€ br.x and tl.y β€ y β€ br.y then it's your area