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 = "__zorio__/graphics/components ...
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: 2251
- 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: 2251
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 ...
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 ...
- Thu Mar 24, 2016 6:31 am
- Forum: Modding help
- Topic: How do you add new ore generation
- Replies: 2
- Views: 2013
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",
name = "tin-ore",
icon = "__base ...
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",
name = "tin-ore",
icon = "__base ...
- 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: 2251
[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 ...
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 ...
- Wed Mar 23, 2016 7:03 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 8182
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 ...
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 ...
- Tue Mar 22, 2016 5:34 am
- Forum: Modding help
- Topic: How to no choose recipe for assembling mashine?
- Replies: 4
- Views: 2176
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-processing",
order = "b",
place_result ...
yep
Item
-- Washer
{
type = "item",
name = "zwasher",
icon = "__base__/graphics/icons/chemical-plant.png",
flags = {"goes-to-quickbar"},
subgroup = "ore-processing",
order = "b",
place_result ...
- Mon Mar 21, 2016 4:57 pm
- Forum: Modding help
- Topic: How to no choose recipe for assembling mashine?
- Replies: 4
- Views: 2176
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 ...
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 ...
- Mon Mar 21, 2016 4:47 pm
- Forum: Modding help
- Topic: [Solved] How to get current pollution?
- Replies: 2
- Views: 1663
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: 2176
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: 1281
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: 1281
[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", count=1 ...
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", count=1 ...
- Wed Mar 16, 2016 5:46 am
- Forum: Modding help
- Topic: [Solved] How to get current pollution?
- Replies: 2
- Views: 1663
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 ...
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 ...
- Mon Mar 14, 2016 7:34 am
- Forum: Modding help
- Topic: [Solved] How to get current pollution?
- Replies: 2
- Views: 1663
[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 ...
For now I have an idea how I can balance it, main idea that biters and spitters HP will be increased with ...