Search found 141 matches
- Mon Nov 24, 2025 2:31 am
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 400
Re: Intermediate products are not working
It seems strange to me too, but thank you for trying.
That's happening to me, I'm amazed at how old the post is.
I added the allow_decomposition, allow_intermediates, and allow_as_intermediate properties to the recipes, but it doesn't work. Those properties are set to true by default, but I ...
- Sun Nov 23, 2025 7:49 pm
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 400
Re: Intermediate products are not working
Thank you for your reply
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
(3).png
If you have only two compressed iron in your inventory, can belts be made then?
(4).png
Conclusion
In the first case, transport ...
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
(3).png
If you have only two compressed iron in your inventory, can belts be made then?
(4).png
Conclusion
In the first case, transport ...
- Sun Nov 23, 2025 1:51 pm
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 400
Intermediate products are not working
Context
The idea behind MOD is to create recipes that “compact” and “decompact” items. Compacting is done by a machine, and decompressing is done by the same machine, but also by the player with their hands.
The problem
There is no problem when creating one of the compacted objects.
This can be ...
The idea behind MOD is to create recipes that “compact” and “decompact” items. Compacting is done by a machine, and decompressing is done by the same machine, but also by the player with their hands.
The problem
There is no problem when creating one of the compacted objects.
This can be ...
- Sat Nov 22, 2025 11:58 am
- Forum: Modding help
- Topic: [solved] The productivity effect is not working.
- Replies: 3
- Views: 365
Re: The productivity effect is not working.
You were absolutely right, the ignored_by_stats option was the problem.
I thought that the ignored_by_stats option was only used for manufacturing statistics, I didn't understand that.
Thanks for the clarification
- Sat Nov 22, 2025 12:25 am
- Forum: Modding help
- Topic: [solved] The productivity effect is not working.
- Replies: 3
- Views: 365
[solved] The productivity effect is not working.
The idea behind this MOD is to create an object, entities, and others. I want the recipes to be affected by the productivity module, but it is not creating them; it counts them as creating, but does not create them.
(1).png
(2).png
If you do not understand, please ask specific questions to ...
(1).png
(2).png
If you do not understand, please ask specific questions to ...
- Wed Nov 19, 2025 9:11 pm
- Forum: Modding help
- Topic: [2.0.72] Intermediate products are not working
- Replies: 12
- Views: 1968
Re: [2.0.72] Intermediate products are not working
I suppose the translator, my English, and my explanation are so poor that the problem is unclear.
I prefer to believe that, rather than have no one from Wube or the members of this forum see this and think that everything is fine.
I prefer to believe that, rather than have no one from Wube or the members of this forum see this and think that everything is fine.
2025-11-21 still no solution found.
- Thu Nov 13, 2025 2:14 am
- Forum: Modding help
- Topic: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
- Replies: 2
- Views: 443
Re: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
Maybe it's because you didn't remove the hidden property from the entity, or because mining doesn't return an item.
I'm not sure, but you can start there.
I would like to help you more, but your code is not functional.
I'm not sure, but you can start there.
I would like to help you more, but your code is not functional.
- Sat Nov 08, 2025 1:31 am
- Forum: Modding help
- Topic: [2.0.72] Intermediate products are not working
- Replies: 12
- Views: 1968
Re: [2.0.69] How fixed?? It's a bug??
Thank you for the observation. English is not my native language.
I have created alternative recipes to create the items, but for some reason the intermediate products are not working.
I am attaching photographic evidence and test code showing the problem.
Note the number of transport belts ...
- Sat Nov 08, 2025 1:16 am
- Forum: Modding help
- Topic: How to modify entity.tags?
- Replies: 7
- Views: 608
Re: How to modify entity.tags?
storage["MyPrefix"] = {}
local Save = storage["MyPrefix"]
local Entity_test = "signal-logger"
-- local Entity_test = "steel-chest"
local function create_gui(player, entity)
game.print("entity")
game.print(entity.unit_number)
end
local function create_ghost_gui(player, ghost, event)
game ...
- Fri Nov 07, 2025 10:41 pm
- Forum: Modding help
- Topic: Why isn’t this event handler working?
- Replies: 3
- Views: 420
Re: Why isn’t this event handler working?
Since you have worked with other languages, you surely understand the basic concepts of programming, so I will get straight to the point.
In Lua, variables do not have a specific type, so you must be careful with values and take advantage of that in your code.
Functions can be declared in two ...
- Fri Nov 07, 2025 10:03 pm
- Forum: Modding help
- Topic: [2.0.72] Intermediate products are not working
- Replies: 12
- Views: 1968
Re: [2.0.69] How fixed?? It's a bug??
Hello, it's been almost a month since my last post.
I was hoping to have an answer by now, but I still don't know where the error is or if it's a bug.
Today I downloaded version 2.0.72 and the error is still there.
If I need to create another separate post, I will if no one responds, because I ...
I was hoping to have an answer by now, but I still don't know where the error is or if it's a bug.
Today I downloaded version 2.0.72 and the error is still there.
If I need to create another separate post, I will if no one responds, because I ...
- Tue Oct 14, 2025 10:23 pm
- Forum: Modding help
- Topic: [2.0.72] Intermediate products are not working
- Replies: 12
- Views: 1968
Re: [2.0.39] How fixed?? It's a bug??
Hello, it's me again.
Yesterday I was updating the MOD that uses this code, and I was surprised to find that it doesn't work.
After carefully reviewing it, I found the reason.
It works with only iron plates : Yes
(52).png
(53).png
It works with only iron gears : Yes
(49).png
(50).png ...
Yesterday I was updating the MOD that uses this code, and I was surprised to find that it doesn't work.
After carefully reviewing it, I found the reason.
It works with only iron plates : Yes
(52).png
(53).png
It works with only iron gears : Yes
(49).png
(50).png ...
- Wed Jul 30, 2025 1:45 am
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 643
Re: How do I open a GUI with the radar?
Thanks for the information, I didn't know that property worked that way.
I tried it and it keeps the animation going, but regardless of whether or not it has power.
I tried an electrical interface, but it doesn't have connections for the red and green cables.
The roboport continues to win.
- Tue Jul 29, 2025 7:25 pm
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 643
Re: How do I open a GUI with the radar?
What you mean is...
It only works if the entity prototype has a GUI?
I can only find two entities that meet the requirements I'm looking for (Radar and Roboport):
1. The animation is infinite from the moment it is created (without player intervention).
2. It allows red and green cables to ...
- Mon Jul 28, 2025 3:08 am
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 643
How do I open a GUI with the radar?
I have a GUI that I want to open with the Radars.
When I try to open the radar GUI, the on_gui_opened event is not triggered.
script.on_event({
defines.events.on_gui_opened
}, function(event)
game.players[event.player_index].print("Event: Actived")
end)
What am I doing wrong?
How do I fix ...
When I try to open the radar GUI, the on_gui_opened event is not triggered.
script.on_event({
defines.events.on_gui_opened
}, function(event)
game.players[event.player_index].print("Event: Actived")
end)
What am I doing wrong?
How do I fix ...
- Sun Jul 27, 2025 3:53 pm
- Forum: Modding help
- Topic: [Solved] How do I change the sound of a dropdown menu?
- Replies: 6
- Views: 649
- Sat Jul 26, 2025 8:32 pm
- Forum: Modding help
- Topic: [Solved] How do I change the sound of a dropdown menu?
- Replies: 6
- Views: 649
Re: How do I change the sound of a dropdown menu?
Seeing your response, it's possible that I didn't explain myself correctly.
I want to change the sound when selecting one of the options displayed.
I am already changing the style of the dropdown.
But, I still appreciate your response.
The following is the last code I tried, but it doesn ...
- Fri Jul 25, 2025 11:17 pm
- Forum: Modding help
- Topic: [2.0.60] Event "on_player_placed_equipment" Firing Twice
- Replies: 2
- Views: 495
Re: [2.0.60] Event "on_player_placed_equipment" Firing Twice
I tested your code and you're right.
Perhaps you should use another event.
on_equipment_inserted
Try it and let me know if it works for you. I'll be waiting to hear from you.
Perhaps you should use another event.
Code: Select all
defines.events.on_equipment_inserted
Try it and let me know if it works for you. I'll be waiting to hear from you.
- Fri Jul 25, 2025 11:27 am
- Forum: Modding help
- Topic: [Solved] How do I change the sound of a dropdown menu?
- Replies: 6
- Views: 649
[Solved] How do I change the sound of a dropdown menu?
Hello, I am creating an interface and would like to customize the selection sound.
(10).png
I created the custom dropdown style.
Styles["zzzYAIM0425_0900_drop_down_channels"] = {
type = "dropdown_style",
width = 282 + 32
}
(11).png
When the options are displayed, each option has a ...
(10).png
I created the custom dropdown style.
Styles["zzzYAIM0425_0900_drop_down_channels"] = {
type = "dropdown_style",
width = 282 + 32
}
(11).png
When the options are displayed, each option has a ...
- Thu Jul 24, 2025 9:06 pm
- Forum: Modding help
- Topic: [Solved] How do I upload a sound to use when pressing a button?
- Replies: 2
- Views: 350
Re: How do I upload a sound to use when pressing a button?
My solution
---> data-final-fixes.lua <---
data:extend({{
type = "sound",
name = "gui_tool_button",
filename = "__core__/sound/gui-tool-button.ogg"
}})
---> control.lua <---
Player.play_sound({ path = "gui_tool_button" })
Thanks for the message.
The truth is that I solved it on my own ...
---> data-final-fixes.lua <---
data:extend({{
type = "sound",
name = "gui_tool_button",
filename = "__core__/sound/gui-tool-button.ogg"
}})
---> control.lua <---
Player.play_sound({ path = "gui_tool_button" })
Thanks for the message.
The truth is that I solved it on my own ...