Search found 13 matches
- Sat Mar 26, 2016 6:17 am
- Forum: Modding help
- Topic: [Solved] How to get two or more items as result of recipe?
- Replies: 3
- Views: 2068
Re: How to get two or more items as result of recipe?
I did this I hass 1 input and 2 ouput items for recipe I use furnace type, then I add nodes to recipe when game ouput error, so my recipe for now look like this { type = "recipe", name = "iron-dust", category = "centrifuge", subgroup = "hash-resources", icon =...
- Thu Mar 24, 2016 6:38 am
- Forum: Modding help
- Topic: [Solved] How to get two or more items as result of recipe?
- Replies: 3
- Views: 2068
Re: How to get two or more items as result of recipe?
Look at the recipes of refining/advanced refining. They take 1/2 ingredients and produce 3. I guess it should help :). However, there is only one exit slot on regular assembling machines. I don't think you could craft your recipe in it. yep, I read this, but all of them output 1 item and 1-2 fluid,...
- Thu Mar 24, 2016 6:31 am
- Forum: Modding help
- Topic: How do you add new ore generation
- Replies: 2
- Views: 1906
Re: How do you add new ore generation
For my mod I did that things for add new ores: autoplace-controls.lua { type = "autoplace-control", name = "tin-ore", richness = true, order = "b-f" }, noise-layers.lua { type = "noise-layer", name = "tin-ore" }, items/ores.lua { type = "item&qu...
- Thu Mar 24, 2016 6:15 am
- Forum: Modding help
- Topic: [Solved] How to get two or more items as result of recipe?
- Replies: 3
- Views: 2068
[Solved] How to get two or more items as result of recipe?
Hi guys, that's me again :) I continue develop my mod and meet another problem, I want to centrifuge ore subproduct and get 3 items as result, firstly I try furnace type for machine, and game said that I has bad result in recipe, after that I start use assembling-machine type for machine Firstly gam...
- Wed Mar 23, 2016 7:03 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 7413
Re: keeping track of time
Why do you want access to the operating system time in a mod? I don't see how that could be useful in any way. example 1: I need to generate random number, but math.rand() out same number each cycle, with current timestamp I can always get 'really random' numbers example 2: Like TS said, for unique...
- Tue Mar 22, 2016 5:34 am
- Forum: Modding help
- Topic: How to no choose recipe for assembling mashine?
- Replies: 4
- Views: 2040
Re: How to no choose recipe for assembling mashine?
Did you make sure to mark washer with only washing category not also other standard categories? yep Item -- Washer { type = "item", name = "zwasher", icon = "__base__/graphics/icons/chemical-plant.png", flags = {"goes-to-quickbar"}, subgroup = "ore-proce...
- Mon Mar 21, 2016 4:57 pm
- Forum: Modding help
- Topic: How to no choose recipe for assembling mashine?
- Replies: 4
- Views: 2040
Re: How to no choose recipe for assembling mashine?
You can set the recipe in events.on_built_entity and events.on_robot_built_entity. Thanks for the answer, but as I understand this function set one recipe to one entity, I use more than 6 ores with this types of subproducts... I can compile subproducts from all ores to one subproduct and then get f...
- Mon Mar 21, 2016 4:47 pm
- Forum: Modding help
- Topic: [Solved] How to get current pollution?
- Replies: 2
- Views: 1556
Re: How to get current pollution?
I found how to get it!
If you want to use some value of game progress you can get evolution factor
http://lua-api.factorio.com/0.12.27/Lua ... ion_factor
for check current evolution factor at any moment you can use command
If you want to use some value of game progress you can get evolution factor
http://lua-api.factorio.com/0.12.27/Lua ... ion_factor
for check current evolution factor at any moment you can use command
Code: Select all
/c game.local_player.print(game.evolution_factor)
- Mon Mar 21, 2016 4:20 pm
- Forum: Modding help
- Topic: How to no choose recipe for assembling mashine?
- Replies: 4
- Views: 2040
How to no choose recipe for assembling mashine?
Hi, I continue work on my mod - Zorio and have another problem, I add some ore subproducts like in IC from Minecraft, so firstly I mashing ore, than I need to washing ore, for washing entity I use chemical-plant, because I need to input water and mashed ore and output washed ore, so I use this code ...
- Thu Mar 17, 2016 7:08 am
- Forum: Modding help
- Topic: [Solved]How to change default strarter items?
- Replies: 2
- Views: 1178
Re: How to change default strarter items?
Ah, thanks a lot, miss it :pKoub wrote:Hi,
Have you tried removing them after they havebeen added ? .
https://wiki.factorio.com/index.php?tit ... ed_Methods
- Thu Mar 17, 2016 6:11 am
- Forum: Modding help
- Topic: [Solved]How to change default strarter items?
- Replies: 2
- Views: 1178
[Solved]How to change default strarter items?
Hi guys, I meet another problem while I develop my mod Zorio, base mode has code control.lua script.on_event(defines.events.on_player_created, function(event) local player = game.get_player(event.player_index) player.insert{name="iron-plate", count=8} player.insert{name="pistol",...
- Wed Mar 16, 2016 5:46 am
- Forum: Modding help
- Topic: [Solved] How to get current pollution?
- Replies: 2
- Views: 1556
Re: How to get current pollution?
I did some research, I see where starting variables for pollution progressing are sets pollution= { enabled=true, -- these are values for 60 ticks (1 simulated second) -- -- amount that is diffused to neighboring chunk -- (possibly repeated for other directions as well) diffusion_ratio=0.02, -- this...
- Mon Mar 14, 2016 7:34 am
- Forum: Modding help
- Topic: [Solved] How to get current pollution?
- Replies: 2
- Views: 1556
[Solved] How to get current pollution?
Hi guys, I worked on new mod and already done with some new weapons (Ak-47, M60, etc) but they are a little imbalanced, I try to safe real stats for new weapons and it make it too overpowered. For now I have an idea how I can balance it, main idea that biters and spitters HP will be increased with t...