Search found 148 matches
- Thu Sep 21, 2023 4:35 pm
- Forum: Modding interface requests
- Topic: "detecting" resources
- Replies: 2
- Views: 778
Re: "detecting" resources
as far as I know, "non-selectable resources" still display their expected resources... see the attempt here: viewtopic.php?f=28&t=103651
- Wed Sep 20, 2023 9:40 pm
- Forum: Modding interface requests
- Topic: "detecting" resources
- Replies: 2
- Views: 778
"detecting" resources
This is probably not a small proposal but it's been stuck in my brain for a while now. I have explored some of it in an unpublished mod but run into the limits of the current API.
Imagine, if you will, that not all resources are directly observable. They must first be "detected" and each type of ...
Imagine, if you will, that not all resources are directly observable. They must first be "detected" and each type of ...
- Sun May 14, 2023 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Incompatible fixed_recipe is ignored
- Replies: 6
- Views: 2539
Re: [1.1.76] Incompatible fixed_recipe is ignored
Thank you for the assist friends. See the outcome here https://mods.factorio.com/mod/rocket_surgery
- Sat May 13, 2023 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Incompatible fixed_recipe is ignored
- Replies: 6
- Views: 2539
Re: [1.1.76] Incompatible fixed_recipe is ignored
A solution has thus far eluded me. If I alter the recipe for a rocket-part with a water ingredient, the silo shows that no recipes are available. This is where I am at:
local rocketSilo = table.deepcopy(data.raw["rocket-silo"]["rocket-silo"])
rocketSilo.fluid_box =
{
{
production_type = "input ...
local rocketSilo = table.deepcopy(data.raw["rocket-silo"]["rocket-silo"])
rocketSilo.fluid_box =
{
{
production_type = "input ...
- Sat May 13, 2023 4:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Incompatible fixed_recipe is ignored
- Replies: 6
- Views: 2539
Re: [1.1.76] Incompatible fixed_recipe is ignored
Does this mean I should abandon my attempt to alter the "rocket-part" recipe to include fluids?
- Fri Jan 06, 2023 4:05 pm
- Forum: Modding interface requests
- Topic: hiding the "expected resources"
- Replies: 3
- Views: 1438
Re: hiding the "expected resources"
Unfortunately, the miner also shows when it can or cannot be placed. It would need to show red yet be place-able for "hiding" resources to work.
I solved this problem by filling every empty space with "Earth" resource, which was also invisible. So that was able to work-around "the red-green ...
I solved this problem by filling every empty space with "Earth" resource, which was also invisible. So that was able to work-around "the red-green ...
- Mon Oct 03, 2022 8:43 pm
- Forum: Modding interface requests
- Topic: hiding the "expected resources"
- Replies: 3
- Views: 1438
hiding the "expected resources"
https://forums.factorio.com/viewtopic.php?f=25&t=103511
I would like to disable this GUI element
https://i.imgur.com/2znShET.png
In vanilla, you can hold a mining drill over a plot of land to get the "expected resources". Also, once the drill is activated, this info is also made available.
This ...
I would like to disable this GUI element
https://i.imgur.com/2znShET.png
In vanilla, you can hold a mining drill over a plot of land to get the "expected resources". Also, once the drill is activated, this info is also made available.
This ...
- Thu Sep 22, 2022 1:18 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
Re: make this GUI element respect mine-ability? Or hide it entirely?
Dang it, you called it right. I doubt it is likely but maybe this element can be hidden?
- Thu Sep 22, 2022 12:57 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
Re: make this GUI element respect mine-ability? Or hide it entirely?
or perhaps this one?


- Thu Sep 22, 2022 12:48 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
Re: make this GUI element respect mine-ability? Or hide it entirely?
Is this what you were referring to? These green squares?cbhj1 wrote: Wed Sep 21, 2022 12:52 pm Another wrinkle in what you describe is the same scanning can be done with a miner in hand. Even being able to place them off ore, their placement gui for expected resources will be the next snag.

- Wed Sep 21, 2022 10:06 pm
- Forum: Modding help
- Topic: efficiently cover all empty areas with ore
- Replies: 1
- Views: 903
efficiently cover all empty areas with ore
The goal is to cover the whole map, except for other ore patches with a mine-able Earth. This code does work but makes my M1 Mac beachball-spin for about 5 seconds when starting a map. Can anything be done to make this more efficient?
local earthResource = table.deepcopy(data.raw["resource ...
local earthResource = table.deepcopy(data.raw["resource ...
- Wed Sep 21, 2022 8:41 pm
- Forum: Modding help
- Topic: can multiple ores occupy a single single tile?
- Replies: 0
- Views: 555
can multiple ores occupy a single single tile?
I've created an ore "earth" which is infinitely mine-able and covers everything, even other ore patches. But it seems that this means that you can't mix ores. If I place a miner over an iron patch, the miner only ever mines the top layer of earth and never mines the iron patch "beneath". But I want ...
- Wed Sep 21, 2022 6:44 pm
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
Re: make this GUI element respect mine-ability? Or hide it entirely?
One more thing- every space is covered in "earth" ore, making every space mine-able. You can now put a mining drill anywhere
script.on_event(defines.events.on_chunk_generated, function(event)
for x = event.area.left_top.x + 0, event.area.right_bottom.x - 1 do
for y = event.area.left_top.y + 0 ...
script.on_event(defines.events.on_chunk_generated, function(event)
for x = event.area.left_top.x + 0, event.area.right_bottom.x - 1 do
for y = event.area.left_top.y + 0 ...
- Wed Sep 21, 2022 6:40 pm
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
Re: make this GUI element respect mine-ability? Or hide it entirely?
Another wrinkle in what you describe is the same scanning can be done with a miner in hand. Even being able to place them off ore, their placement gui for expected resources will be the next snag.
au contraire!
local plain = "basic-solid";
local deep = "basic-solid-deep";
local deeper = "basic ...
au contraire!
local plain = "basic-solid";
local deep = "basic-solid-deep";
local deeper = "basic ...
- Wed Sep 21, 2022 9:50 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
- Wed Sep 21, 2022 3:54 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2788
make this GUI element respect mine-ability? Or hide it entirely?
https://i.imgur.com/SdsC6eY.png
I'm working on a mod that hides ores from the map and from the "first person" perspective. (See Bland Ores mod) Unfortunately, you can still manually scan the ground with the cursor to reveal otherwise invisible ore. Is there anyway to prevent this? I would like to ...
I'm working on a mod that hides ores from the map and from the "first person" perspective. (See Bland Ores mod) Unfortunately, you can still manually scan the ground with the cursor to reveal otherwise invisible ore. Is there anyway to prevent this? I would like to ...
- Tue Sep 20, 2022 4:59 pm
- Forum: Modding help
- Topic: can drills be built off resources?
- Replies: 0
- Views: 544
can drills be built off resources?
I have not found a collision mask which will allow building drills off of resources? Is this baked in?
- Mon Sep 19, 2022 7:24 am
- Forum: Modding help
- Topic: dying_trigger_effect: if a unit dies on a certain tile, replace that tile with another
- Replies: 1
- Views: 694
Re: dying_trigger_effect: if a unit dies on a certain tile, replace that tile with another
solution:
local CollisionMaskUtil = require("__core__.lualib.collision-mask-util");
local nonToxicTiles = CollisionMaskUtil.get_first_unused_layer();
for _, tile in pairs(data.raw.tile) do
table.insert(tile.collision_mask, nonToxicTiles);
data:extend({tile});
end
local toxicTiles ...
local CollisionMaskUtil = require("__core__.lualib.collision-mask-util");
local nonToxicTiles = CollisionMaskUtil.get_first_unused_layer();
for _, tile in pairs(data.raw.tile) do
table.insert(tile.collision_mask, nonToxicTiles);
data:extend({tile});
end
local toxicTiles ...
- Mon Sep 19, 2022 6:57 am
- Forum: Modding help
- Topic: dying_trigger_effect: if a unit dies on a certain tile, replace that tile with another
- Replies: 1
- Views: 694
dying_trigger_effect: if a unit dies on a certain tile, replace that tile with another
I'm trying to suss this out: if a unit dies on a `garbageFill` or a `sacrificezoneFill`, it should replace that tile with a landfill tile. I haven't so far been able to find the correct combination of collision masks. Perhaps some other mechanism exists?
local CollisionMaskUtil = require("__core ...
local CollisionMaskUtil = require("__core ...
- Mon Sep 19, 2022 12:05 am
- Forum: Modding help
- Topic: altering a single layer of animation
- Replies: 3
- Views: 1118
Re: altering a single layer of animation
I don't want to alter the idle lab animation, so I'm not sure why I'd alter the `off_animation`? I only want to change the lights when it's researching.