Search found 18 matches
- Mon May 27, 2024 9:20 am
- Forum: Modding help
- Topic: Is there a way to un-unlock-shortcut-bar?
- Replies: 2
- Views: 98
Re: Is there a way to un-unlock-shortcut-bar?
Thanks, Bilka. I'll just have to work around it.
- Mon May 27, 2024 8:41 am
- Forum: Modding help
- Topic: Is there a way to un-unlock-shortcut-bar?
- Replies: 2
- Views: 98
Is there a way to un-unlock-shortcut-bar?
The mod I'm working on won't be making use of any blueprints/roboports/exoskeletons (at least not at this stage), so I'd like to relock(?) the shortcuts bar when the player is created (I know this is unorthodox, but it's what's needed for what I'm working on). Can this be done? If not, is there a wa...
- Thu May 02, 2024 5:06 am
- Forum: Modding help
- Topic: Is there a way to hide some of the side panel buttons?
- Replies: 1
- Views: 186
Is there a way to hide some of the side panel buttons?
I'd like to hide most of the buttons in the side panel, only showing the Research button and the Tips and tricks button, like this: Side panel.png Or maybe even with some text next to the icon, like this: Side panel with words.png Is this something I can do with some code? Or would I have to develop...
- Fri Apr 26, 2024 9:57 am
- Forum: Modding help
- Topic: Enable/unhide technology with an event?
- Replies: 4
- Views: 263
Re: Enable/unhide technology with an event?
I had not.
That's fixed it, thank you.
... It's been a very long day
That's fixed it, thank you.
... It's been a very long day
- Fri Apr 26, 2024 9:08 am
- Forum: Modding help
- Topic: Enable/unhide technology with an event?
- Replies: 4
- Views: 263
Re: Enable/unhide technology with an event?
Thanks Bilka. I'm still getting an error though. I'm guessing I've missed setting something else up somewhere. Error while running event myMod::on_research_finished (ID 18) ...yMod__/scripts/researchFinishedEvents.lua:290: attempt to index global 'force' (a nil value) stack traceback: ...yMod__/scri...
- Fri Apr 26, 2024 8:20 am
- Forum: Modding help
- Topic: Enable/unhide technology with an event?
- Replies: 4
- Views: 263
Enable/unhide technology with an event?
I'm hoping this is a dumb question, but can you change the enabled/hidden property of a technology with an event? I thought it would be data.raw.technology["hidden-technology"].hidden = false (similar for enabled), but that's not working. Can this be done? data:extend( { { type = "tec...
- Thu Apr 25, 2024 8:00 am
- Forum: Modding help
- Topic: Using on_research_finished to spawn a cargo wagon on a train
- Replies: 6
- Views: 473
Re: Using on_research_finished to spawn a cargo wagon on a train
Thank you for the input! I'm still new to modding and still finding my feet. I wasn't aware of the multiplayer issue. Would you mind going over it with a more concrete example/how to? I don't fully understand it. And thanks for the heads up about the force. I'll make sure to change that to "pla...
- Thu Apr 25, 2024 12:52 am
- Forum: Modding help
- Topic: Using on_research_finished to spawn a cargo wagon on a train
- Replies: 6
- Views: 473
Re: Using on_research_finished to spawn a cargo wagon on a train
Thanks for the assistance. Both suggestions put me on the right track. I didn't end up needing a global table, but I got it to work: local function createCargoWagon(new_carriage_coordinates) local cargo_wagon = game.surfaces[1].create_entity{name = "cargo-wagon", position = new_carriage_co...
- Sun Apr 21, 2024 8:19 am
- Forum: Modding help
- Topic: Using on_research_finished to spawn a cargo wagon on a train
- Replies: 6
- Views: 473
Using on_research_finished to spawn a cargo wagon on a train
Hi all, I'm at a bit of a loss with this one. Is it possible to spawn a wagon and attach it to locomotive in response to research finishing? The locomotive already exists in the scenario, and may already have wagons attached to it, and I would like to use research to add an extra wagon. I think I ne...
- Sat Apr 20, 2024 4:45 pm
- Forum: Modding help
- Topic: Hiding flags from splitters.
- Replies: 2
- Views: 883
Re: Hiding flags from splitters.
I think you're right. I can't believe I missed this!
I'm not at my PC right now, so can't test it, but I've just looked at data.raw and none of the problem items are actually "items"
I'm not at my PC right now, so can't test it, but I've just looked at data.raw and none of the problem items are actually "items"
- Sat Apr 20, 2024 6:13 am
- Forum: Modding help
- Topic: Hiding flags from splitters.
- Replies: 2
- Views: 883
Hiding flags from splitters.
Hi everyone. I'm trying to hide certain items from the splitter's filter menu. I've been successful with most of them, but I've got ten that won't hide, even with the flags set to hidden. My code (in data-updates.lua) is below, with the problem items being the ones at the bottom. None of the items a...
- Wed Mar 20, 2024 10:37 am
- Forum: Modding help
- Topic: Has anyone got a clever way to alter recipe output using technology?
- Replies: 3
- Views: 275
Re: Has anyone got a clever way to alter recipe output using technology?
Thanks for the tip. I'll check out Pyanodon.
The edge cases you mentioned wouldn't be a problem, though. I'm building a small custom scenario, and I'm being extremely limiting with what the player has access to, and blueprints aren't on that list.
The edge cases you mentioned wouldn't be a problem, though. I'm building a small custom scenario, and I'm being extremely limiting with what the player has access to, and blueprints aren't on that list.
- Wed Mar 20, 2024 10:22 am
- Forum: Modding help
- Topic: Has anyone got a clever way to alter recipe output using technology?
- Replies: 3
- Views: 275
Has anyone got a clever way to alter recipe output using technology?
I'm trying to build a mod that alters an ore refining process, so as players complete a research item, they receive additional output from a recipe. The thing is though, the technology can't be dependant on any other technology. For example, the default recipe is: 1 mixed-ore -> 1 bronze-ore. Then, ...
- Sat Sep 30, 2023 7:18 am
- Forum: Modding help
- Topic: Can't change pipe recipe?
- Replies: 2
- Views: 316
Re: Can't change pipe recipe?
Thanks Bilka. I knew I was missing something!
- Sat Sep 30, 2023 6:59 am
- Forum: Modding help
- Topic: Can't change pipe recipe?
- Replies: 2
- Views: 316
Can't change pipe recipe?
I'm making a mod that changes the recipes for several items to require coins instead of the default ingredients. So far I've successfully changed 7 recipes, but I can't get the new pipe recipe to work. As far as I can tell, I've done it the same way I've done the other 7, and the game recognises tha...
- Thu Sep 28, 2023 7:53 am
- Forum: Modding help
- Topic: How do I apply tint to sprites?
- Replies: 4
- Views: 542
Re: How do I apply tint to sprites?
That works. Thanks again!
- Thu Sep 28, 2023 7:31 am
- Forum: Modding help
- Topic: How do I apply tint to sprites?
- Replies: 4
- Views: 542
Re: How do I apply tint to sprites?
Thank you for your help: I didn't have an item for it, so I added one and that did the trick. I've come up on a new problem though: If one the Max Distance Power poles is placed in world and a player tears it down, they get back the Big Power pole, not the max distance one. I had a look through the ...
- Tue Sep 26, 2023 11:54 am
- Forum: Modding help
- Topic: How do I apply tint to sprites?
- Replies: 4
- Views: 542
How do I apply tint to sprites?
Hi everyone, I'm just dipping my toes into modding for the first time, and I've got stuck on applying tints to sprites. I'm working on a electric pole with maximum supply distance, and I'd like it to be a different colour. I've figured out how to tint the icon, but not the sprite. This is what I've ...