Search found 134 matches

by Anachrony
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...
by Anachrony
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...
by Anachrony
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, ...
by Anachrony
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...
by Anachrony
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...
by Anachrony
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

AmericanPatriot wrote:
Mon Jan 25, 2021 10:11 pm
Is Nilaus not his real name?
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.
by Anachrony
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...
by Anachrony
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 ...
by Anachrony
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...
by Anachrony
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...
by Anachrony
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 ...
by Anachrony
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 ...
by Anachrony
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...

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