Search found 134 matches
- Tue Feb 02, 2021 2:51 am
- Forum: Modding help
- Topic: Hiding in upgrade planner.
- Replies: 7
- Views: 1929
Re: Hiding in upgrade planner.
But if the script removes the original entity rather than just adding new hidden entities, then when you deconstruct it you'd be getting some new hidden item instead of the original item that you built. You'd need to have a script intercepting any item being added to their inventory, which seems lik...
- Tue Feb 02, 2021 2:48 am
- Forum: Modding interface requests
- Topic: Flag to hide entities from upgrade planner
- Replies: 2
- Views: 1288
Flag to hide entities from upgrade planner
Modding Help thread: https://forums.factorio.com/viewtopic.php?f=25&t=95514 I would like to request either that the hidden flag on an entity hides entities from the upgrade planner, or that a new entity flag be added which does that. "hidden" on the entity does not hide it from the upg...
- Mon Feb 01, 2021 7:26 pm
- Forum: Modding help
- Topic: Hiding in upgrade planner.
- Replies: 7
- Views: 1929
Re: Hiding in upgrade planner.
I tried that too, but that's not what I'm looking for in this situation, since it hides both versions of the entity from the upgrade planner instead of just 1. I want the item to be in the upgrade planner, I just don't want it to be there twice per item. There are 2 entities that share only 1 item, ...
- Mon Feb 01, 2021 10:26 am
- Forum: Modding help
- Topic: Hiding in upgrade planner.
- Replies: 7
- Views: 1929
Hiding in upgrade planner.
I have some entities in the same fast_replaceable_group that I would like to not appear in the upgrade planner. I tried the not-upgradable flag, but it only prevents it from being in the left column (things being replaced) but not the right column (what it turns into). I tried the hidden flag, but t...
- Fri Jan 29, 2021 9:54 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 32370
Re: [1.1] Nullius: A Factorio prequel
Alien Biomes gives an easy way to eliminate all the grass, trees, bushes, etc, with a single setting. That much I could replicate on my own, but there are other benefits. They give more variety of the appearance of rocks, which a barren planet has in place of all those trees and bushes. As for the d...
- Mon Jan 25, 2021 10:28 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 32370
Re: [1.1] Nullius: A Factorio prequel
I would assume so. But most names come from somewhere originally. Nilaus means "victory of the people", and Nillius means "no one". Not suggesting that his is anything other than a name, just pointing out that the similarity is only superficial.
- Mon Jan 25, 2021 9:13 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 32370
Re: [1.1] Nullius: A Factorio prequel
Anyone else read this as “Nilaus” the first time? Early in development it was known as Terra Nullius, but the full name was a little unwieldly to keep repeating in the internal implementation, so it was shortened. I didn't realize that there's a Factorio content creator with a similar name, so it's...
- Sat Jan 23, 2021 10:11 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 32370
[1.1] Nullius: A Factorio prequel
I've just released a new mod, Nullius. It's available to install now with Factorio 1.1 (you may need to opt into the experimental branch if you haven't already). Mod Portal: https://mods.factorio.com/mod/nullius In this Factorio prequel, you play an android sent to terraform barren planets and seed ...
- Sat Feb 08, 2020 7:58 pm
- Forum: Modding help
- Topic: on_nth_tick question
- Replies: 2
- Views: 611
on_nth_tick question
I have been experimenting with on_nth_tick, and had a question. When I do a simple experiment in my control.lua to add an on_nth_tick handler it works. When I have another event handler call on_nth_tick(#,nil) to remove that handler, the tick handler is disabled as expected. The issue is that the on...
- Tue Sep 26, 2017 8:53 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 355973
Re: [0.15.x] Bob's Mods: General Discussion
What am I missing or doing wrong? Those mods make things a lot more complicated to figure out, so you may not be missing anything, just working through a difficult process. It's much harder to understand than vanilla. I find http://factorio.rotol.me a useful website to navigate all the different wa...
- Tue Sep 26, 2017 4:23 pm
- Forum: Angels Mods
- Topic: Excess materials
- Replies: 6
- Views: 10128
Re: Excess materials
I researched slag processing but that needs sulfuric acid. I don't see any sulfur ore fields or some sorting recepie that produces sulfur. Is multiphased oil the best source for it early in the game? There are a few paths that you can unlock pretty cheaply that produce sulfuric waste water. Though ...
- Mon Sep 25, 2017 10:16 pm
- Forum: Angels Mods
- Topic: Excess materials
- Replies: 6
- Views: 10128
Re: Excess materials
I am ending up with tons of excess resources. Managing them is a big part of the challenge of these mods. It's possible, but it requires some planning. I am running a full refining process (only sorting purified ores) on all my ores. I assumed that, late-game, there would be ways to get rid of all ...
- Sat Sep 23, 2017 4:34 am
- Forum: Technical Help
- Topic: can't open factorio data for checking recipe.
- Replies: 11
- Views: 3405
Re: can't open factorio data for checking recipe.
Thanks. That's very helpful.
- Thu Sep 21, 2017 11:15 pm
- Forum: Technical Help
- Topic: can't open factorio data for checking recipe.
- Replies: 11
- Views: 3405
Re: can't open factorio data for checking recipe.
Yes, it's been down for days. It's really too bad, because it was a very helpful resource that I was using a lot. It's nice to have a web based resource where you can look things up when you're not currently at home and able to play the game. The wiki is a great resource for vanilla, but this websit...