Search found 76 matches
- Fri May 14, 2021 10:39 am
- Forum: Modding help
- Topic: Questions About Recipe Prototype
- Replies: 0
- Views: 497
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...
- Mon Apr 26, 2021 10:13 am
- Forum: Modding discussion
- Topic: up to date tutorials?
- Replies: 8
- Views: 2448
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...
- Sun Apr 25, 2021 8:08 pm
- Forum: Modding discussion
- Topic: up to date tutorials?
- Replies: 8
- Views: 2448
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...
- Thu Apr 22, 2021 12:07 pm
- Forum: Modding help
- Topic: Couple of Questions And Seeking Recommendations
- Replies: 6
- Views: 1773
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&...
- Thu Apr 22, 2021 11:41 am
- Forum: Modding help
- Topic: Couple of Questions And Seeking Recommendations
- Replies: 6
- Views: 1773
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...
- Thu Apr 22, 2021 7:40 am
- Forum: Modding help
- Topic: Couple of Questions And Seeking Recommendations
- Replies: 6
- Views: 1773
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 ...
- Tue Apr 20, 2021 9:45 am
- Forum: Modding help
- Topic: Couple of Questions And Seeking Recommendations
- Replies: 6
- Views: 1773
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 ...
- Sat Apr 17, 2021 8:19 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 2221
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...
- Sat Apr 17, 2021 7:41 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 2221
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...
- Sat Apr 17, 2021 3:30 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 2221
- Sat Apr 17, 2021 3:24 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 2221
Re: Questions About Removal
That worked,but it didn't remove every subsequent technology.DaveMcW wrote: βSat Apr 17, 2021 3:11 pmCode: Select all
data.raw.technology["automation"].enabled = false
- Sat Apr 17, 2021 2:25 pm
- Forum: Modding help
- Topic: Questions About Removal
- Replies: 9
- Views: 2221
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...
- Thu Apr 15, 2021 6:51 am
- Forum: Modding interface requests
- Topic: Animations For Lamps
- Replies: 0
- Views: 568
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.
- Wed Apr 14, 2021 10:05 am
- Forum: Modding help
- Topic: Animated Lamp
- Replies: 13
- Views: 3201
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...
- Wed Apr 14, 2021 9:05 am
- Forum: Modding help
- Topic: Animated Lamp
- Replies: 13
- Views: 3201
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...
- Wed Apr 14, 2021 8:33 am
- Forum: Modding help
- Topic: Generator and water filter
- Replies: 5
- Views: 1217
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...
- Wed Apr 14, 2021 7:45 am
- Forum: Modding help
- Topic: Animated Lamp
- Replies: 13
- Views: 3201
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...
- Mon Apr 12, 2021 9:52 pm
- Forum: Modding help
- Topic: Limit Modded Module to specific entity
- Replies: 5
- Views: 1613
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...
- Mon Apr 12, 2021 5:35 pm
- Forum: Modding help
- Topic: Limit Modded Module to specific entity
- Replies: 5
- Views: 1613
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...
- Mon Apr 12, 2021 1:35 pm
- Forum: Modding help
- Topic: Limit Modded Module to specific entity
- Replies: 5
- Views: 1613
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 ...