Search found 76 matches

by Suf
Fri May 14, 2021 10:39 am
Forum: Modding help
Topic: Questions About Recipe Prototype
Replies: 0
Views: 101

Questions About Recipe Prototype

Hi There's couple of things that i don't know how to do under this prototype: 1-How to void a recipe result without having an error? 2-Is there a way to make an item pickup event triggers a recipe unlock? eg:on_picked_up_item "x" unlock recipe "y";can i make it have multiple item...
by Suf
Mon Apr 26, 2021 10:13 am
Forum: Modding discussion
Topic: up to date tutorials?
Replies: 8
Views: 430

Re: up to date tutorials?

I'm in the same situation as you and i've been searching for Factorio modding tutorials that are more visual than just a wall of text; I personally find videos of people using text editors not that useful. So I wrote several walls of text instead. Up-to-date, works 100% in the latest version. But n...
by Suf
Sun Apr 25, 2021 8:08 pm
Forum: Modding discussion
Topic: up to date tutorials?
Replies: 8
Views: 430

Re: up to date tutorials?

I'm in the same situation as you and i've been searching for Factorio modding tutorials that are more visual than just a wall of text; unfortunately there are no up to date ones that i'm aware of(what i can think of now is just one Youtube channel that has 6 videos or so and it didn't get too deep i...
by Suf
Thu Apr 22, 2021 12:07 pm
Forum: Modding help
Topic: Couple of Questions And Seeking Recommendations
Replies: 6
Views: 417

Re: Couple of Questions And Seeking Recommendations

Ok problem solved ; for anyone who wants to code this the "noobish" way here's the code: script.on_init(function() if not remote.interfaces["freeplay"] then return end local created_items = remote.call("freeplay", "get_created_items") created_items["item&...
by Suf
Thu Apr 22, 2021 11:41 am
Forum: Modding help
Topic: Couple of Questions And Seeking Recommendations
Replies: 6
Views: 417

Re: Couple of Questions And Seeking Recommendations

Follow the link I gave and then scroll down a few posts to jamiechi1's answer. The table of items is given as key/value pairs where the key is the item name and the value is the number of items to be given, e.g. { ["iron-plate"] = 100, ["copper-plate"] = 200, } i've used another...
by Suf
Thu Apr 22, 2021 7:40 am
Forum: Modding help
Topic: Couple of Questions And Seeking Recommendations
Replies: 6
Views: 417

Re: Couple of Questions And Seeking Recommendations

1. Post your code. Don't make people guess what you've done. 2. See https://forums.factorio.com/viewtopic.php?p=531991#p531991 . 3. Making new sprites and animations from scratch is time-consuming even if you have any talent for it; with belts and units ("enemies"), you picked two of the ...
by Suf
Tue Apr 20, 2021 9:45 am
Forum: Modding help
Topic: Couple of Questions And Seeking Recommendations
Replies: 6
Views: 417

Couple of Questions And Seeking Recommendations

Hi First Question:I've made an assembling machine type entity with idle_animation and animations both have the same animation count and everything but when the entity start working it disappears, any idea why? Second Question :I was trying to make starting items for the players,but that worked only ...
by Suf
Sat Apr 17, 2021 8:19 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 347

Re: Questions About Removal

And how to remove those item groups? You can replace any prototype with nil to "remove" it. There are a small-ish collection of essential prototypes that the core game requires to exist, I don't have a reference list handy, but I'm 99.9% sure that any of the item groups are not among them...
by Suf
Sat Apr 17, 2021 7:41 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 347

Re: Questions About Removal

Hi First Question: I was trying to remove the automation technology from the vanilla, but doing so requires removing every subsequent technology. Is there a code that i can use to remove all of that in one command? No. You have to recursively search for prerequisites yourself. Second Question: I've...
by Suf
Sat Apr 17, 2021 3:30 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 347

Re: Questions About Removal

DaveMcW wrote: ↑
Sat Apr 17, 2021 3:26 pm
You don't need to remove them, leave them for mod compatibility.
Those removals are just temporary so i can re-arrange the technology tree later,but for now i need to clear the technology tree.
by Suf
Sat Apr 17, 2021 3:24 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 347

Re: Questions About Removal

DaveMcW wrote: ↑
Sat Apr 17, 2021 3:11 pm

Code: Select all

data.raw.technology["automation"].enabled = false
That worked,but it didn't remove every subsequent technology.
by Suf
Sat Apr 17, 2021 2:25 pm
Forum: Modding help
Topic: Questions About Removal
Replies: 9
Views: 347

Questions About Removal

Hi First Question: I was trying to remove the automation technology from the vanilla, but doing so requires removing every subsequent technology. Is there a code that i can use to remove all of that in one command? Second Question: I've been searching for Internal names for crafting tabs https://i.i...
by Suf
Thu Apr 15, 2021 6:51 am
Forum: Modding interface requests
Topic: Animations For Lamps
Replies: 0
Views: 181

Animations For Lamps

TL;DR Adding animations support for lamp "on" status. What / Why ? Adding more ways for the players to make their bases more decorative and for lamps to be more lively than just static lights. The modding for lamps' animations currently is just a workaround and not beginner friendly at all.
by Suf
Wed Apr 14, 2021 10:05 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 535

Re: Animated Lamp

I've checked Dectorio and the lamp works like vanilla's lamp exactly and as for colors they're signals as well https://i.ibb.co/GcQPkJ6/signal.jpg by this point i might just do a crafting tab for lamps specifically and just put every variant there as lamp type until lamp prototype supports animation...
by Suf
Wed Apr 14, 2021 9:05 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 535

Re: Animated Lamp

I've tried to use a workaround by making it assembling machine as type,but that didn't work because i still needed a way to void a recipe result and make it begins the animation as how it supposed to be for lamp regardless when the player choose the recipe and as for light i believe working_visuali...
by Suf
Wed Apr 14, 2021 8:33 am
Forum: Modding help
Topic: Generator and water filter
Replies: 5
Views: 168

Re: Generator and water filter

No, its either taking energy from heat or taking energy from fuel value. If you have water with fuel value set, then you generator has to have burns_fluid = "true" in the prototype Well, at this point I made the default water temperature 100 celsius and the generator does take in the wate...
by Suf
Wed Apr 14, 2021 7:45 am
Forum: Modding help
Topic: Animated Lamp
Replies: 13
Views: 535

Re: Animated Lamp

I've tried to use a workaround by making it assembling machine as type,but that didn't work because i still needed a way to void a recipe result and make it begins the animation as how it supposed to be for lamp regardless when the player choose the recipe and as for light i believe working_visualis...
by Suf
Mon Apr 12, 2021 9:52 pm
Forum: Modding help
Topic: Limit Modded Module to specific entity
Replies: 5
Views: 246

Re: Limit Modded Module to specific entity

But you can check the event and extract the module, remove from entity and place on the ground. Can you explain further? I don't really get what are you trying to illustrate. There is no event for module changes and devs have stated multiple times that they don't intend to change that. You'd have t...
by Suf
Mon Apr 12, 2021 5:35 pm
Forum: Modding help
Topic: Limit Modded Module to specific entity
Replies: 5
Views: 246

Re: Limit Modded Module to specific entity

You can't. A module will go into any machine that allows the effects assigned to the module in the machine's module_specification . For assembling machines and furnaces you can use limitations and limitations_blacklist but those are based on recipes and so there is no way of preventing a specific m...
by Suf
Mon Apr 12, 2021 1:35 pm
Forum: Modding help
Topic: Limit Modded Module to specific entity
Replies: 5
Views: 246

Limit Modded Module to specific entity

Hi There was a very similar topic about this question https://forums.factorio.com/viewtopic.php?f=25&t=31074&hilit=modules but it didn't help me out that much. i've made a module which has the "speed" effect i also added "module-category" for it and yeah it appears under ...

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