Search found 29 matches

by 0n0w1c
Sun Feb 02, 2025 11:02 pm
Forum: Not a bug
Topic: [2.0.33] casting-steel recipe incorrect?
Replies: 2
Views: 182

[2.0.33] casting-steel recipe incorrect?

Maybe this is set for balancing purposes, but currently the casting-steel recipe requires 30 molten-iron, I expected it would require 50.
It seems the conversion is 10 molten-iron equals 1 iron-plate.
by 0n0w1c
Mon Jan 06, 2025 12:44 pm
Forum: Implemented mod requests
Topic: Transmission only electric poles
Replies: 3
Views: 484

Re: Transmission only electric poles

Version 2.0.29 has resolved this issue.
by 0n0w1c
Sat Jan 04, 2025 2:34 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2303

Re: Request: Move recycling recipe generation to data-final-fixes

In with testing on a custom entity without a defined recycling recipe, the recycling recipe is still auto generated when auto_recycle = false. Not what I expected,
the results become of 25% of the item rather than 25% of the ingredients.
by 0n0w1c
Sat Jan 04, 2025 1:19 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2303

Re: Request: Move recycling recipe generation to data-final-fixes


I think you mean auto_recycle = false .


Actually, I think auto_recycle should not be changed, if (re)generating a recycling recipe. I believe the intent of the field is to not generate a recycling recipe.
I took that line from the quality mod's data-updates.lua script, but I think for my ...
by 0n0w1c
Fri Jan 03, 2025 3:54 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2303

Re: Request: Move recycling recipe generation to data-final-fixes


I agree, however you can just put:

if mods["quality"] then require("__quality__.data-updates") end

In your own mods data-final-fixes (data, data-updates, or anywhere else after you've added or changed recipes)


As of the date of this reply, it is not a good idea to implement the above... at ...
by 0n0w1c
Fri Jan 03, 2025 3:07 pm
Forum: Modding help
Topic: Safe to run: __quality__.data-updates ?
Replies: 2
Views: 508

Re: Safe to run: __quality__.data-updates ?


local recipe = data.raw.recipe[recipe_name]

if mods["quality"] then
local recycling = require("__quality__/prototypes/recycling")

recycling.generate_recycling_recipe(recipe)
recipe.auto_recycle = nil
end


Maybe the proper way is to (re)-generate a specific recycling recipe?
by 0n0w1c
Fri Jan 03, 2025 1:02 pm
Forum: Modding help
Topic: Safe to run: __quality__.data-updates ?
Replies: 2
Views: 508

Safe to run: __quality__.data-updates ?

Is running __quality__.data-updates from data-updates.lua supposed to be safe?

When I call it, it changes the recycling recipe for nutrients from spoilage to biter eggs.
To me, this is an unexpected result. I am not sure if it is a bug or I should not be calling it.
by 0n0w1c
Sat Dec 28, 2024 2:41 am
Forum: Implemented mod requests
Topic: Hide fluid indicator arrow
Replies: 8
Views: 540

Re: Hide fluid indicator arrow

While the visualization is the same, this seems to be part of the player selected logic, the code that displays the entity's selection box.
The hide_connection_info does as it should, for the connections. I believe this represents the fluid flow, the direction of the pump.
by 0n0w1c
Fri Dec 27, 2024 10:59 pm
Forum: Implemented mod requests
Topic: Hide fluid indicator arrow
Replies: 8
Views: 540

Hide fluid indicator arrow

Similar to this request: https://forums.factorio.com/97809

When a compound entity consists of a pump that is selectable in game, the fluid direction indicator appears on mouse-over.
Screenshot 2024-12-27 at 4.44.13 PM.png

A flag similar to "hide-alt-info", alternate sprite, or scale it? While a ...
by 0n0w1c
Sat Dec 21, 2024 4:45 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
Replies: 5
Views: 1214

Re: [2.0.28] Missing supply area visualization for quality electric poles

In thinking about this, it is possible the rendering engine is correct and the other two pieces of code are incorrect.
When the supply_area_distance = 0, there should be no bonus. (Personally, I hope for this.)
by 0n0w1c
Sat Dec 21, 2024 3:24 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
Replies: 5
Views: 1214

Re: [2.0.28] Missing supply area visualization for quality electric poles

I concur with your findings. However, as was pointed out to me, at least I think it is what they were trying to tell me... the bug is not about the particular value assigned to the base prototype, although it does have a significance. As can be seen in the screenshot, the Info window displays the ...
by 0n0w1c
Sat Dec 21, 2024 12:01 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
Replies: 5
Views: 1214

[Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?

When a mod creates transmission only electric poles, the quality poles do not display the supply area visualization when attempting to place them.

Transmission only defined as: supply_area_distance = 0
Making no changes to the radius_visualisation_picture.

I hope when considering the issue, the ...
by 0n0w1c
Fri Dec 20, 2024 1:28 am
Forum: Implemented mod requests
Topic: Transmission only electric poles
Replies: 3
Views: 484

Re: Transmission only electric poles

If the quality bonus were a % like many other items, rather than addition, that would work too.
by 0n0w1c
Wed Dec 18, 2024 1:08 pm
Forum: Implemented mod requests
Topic: Transmission only electric poles
Replies: 3
Views: 484

Transmission only electric poles

With Quality bonuses, transmission only electric poles are no longer possible (as far as I know).
This is a small niche thing, but I hope something is added to the API that restores this possibility.
by 0n0w1c
Tue Dec 17, 2024 1:10 pm
Forum: Modding help
Topic: How to hide quality icon on hidden entities
Replies: 4
Views: 322

Re: How to hide quality icon on hidden entities

I ran into the same issue, I even posted here but then removed it.
Seems I always want to do things that are not the intention of the game design.
by 0n0w1c
Tue Dec 03, 2024 4:13 pm
Forum: Not a bug
Topic: [2.0.23] light on electric-pole
Replies: 1
Views: 299

[2.0.23] light on electric-pole


constants.EG_LIGHT_COLOR = { r = 1.0, g = 1.0, b = 0.7 }
constants.EG_LIGHT_INTENSITY = 0.8
constants.EG_LIGHT_SIZE = 12

constants.EG_BIG_POLE_LIGHT =
{
color = constants.EG_LIGHT_COLOR,
intensity = constants.EG_LIGHT_INTENSITY / 1.1,
size = constants.EG_LIGHT_SIZE / 1.2
}

local big_pole ...
by 0n0w1c
Thu Nov 28, 2024 6:25 pm
Forum: Not a bug
Topic: [2.0.22] get_flow_count returns 0 for entities with quality
Replies: 2
Views: 257

Re: [2.0.22] get_flow_count returns 0 for entities with quality


function get_production(pole)
if not (pole and pole.valid and pole.type == "electric-pole" and pole.electric_network_statistics) then
return 0
end

local stats = pole.electric_network_statistics
local total_production = 0

for prototype_name, _ in pairs(stats.output_counts) do
local flow ...
by 0n0w1c
Thu Nov 28, 2024 4:39 pm
Forum: Not a bug
Topic: [2.0.22] get_flow_count returns 0 for entities with quality
Replies: 2
Views: 257

[2.0.22] get_flow_count returns 0 for entities with quality


function get_usage(pole)
if not (pole and pole.valid and pole.type == "electric-pole" and pole.electric_network_statistics) then
return 0
end

local stats = pole.electric_network_statistics
local total_usage = 0

for prototype_name, _ in pairs(stats.input_counts) do
local flow = stats.get ...
by 0n0w1c
Sun Nov 17, 2024 12:35 pm
Forum: Modding help
Topic: How to handle manual copper-wire connections?
Replies: 6
Views: 606

Re: How to handle manual copper-wire connections?

I opened a request in the Modding Interface section. I do not think anything will come of it but might as well try.

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