Search found 3699 matches

by DaveMcW
Sun Feb 25, 2024 4:06 am
Forum: Energy Production
Topic: Compact 2xN Nuclear Reactor - Height 252 Tiles
Replies: 4
Views: 342

Compact 2xN Nuclear Reactor - Height 252 Tiles

This is my attempt to build the densest nuclear reactor possible. It is infinitely expandable with a height of 252 tiles. 0eNrs3d2urcdxHupbCXgsBrOruuvHt5HDwAgkm3GILVMCRQUxgtz7pmQr8k48o/WsHSABkkNO9ug1xvf2+H6qntnzP3/zq1///rvf/vj9Dz/9u1/95jf/zzd/9Z///JPfffNX//af/ecf/t/vfvjlb7/96Tff/t2P3//tH/77P33zV/nxi...
by DaveMcW
Sun Feb 18, 2024 7:38 pm
Forum: Modding help
Topic: Change color on runtime
Replies: 1
Views: 340

Re: Change color on runtime

If you have a limited set of colors, you could create a unique robot entity for each color. Then assign each force a recipe that gives their color robot.
by DaveMcW
Tue Jan 23, 2024 6:34 am
Forum: Modding help
Topic: Underground pipe click and drag auto place help
Replies: 4
Views: 290

Re: Underground pipe click and drag auto place help

Your code works for me. Do you not like the 1-tile space between pipes?
by DaveMcW
Mon Jan 22, 2024 5:31 am
Forum: Modding help
Topic: Underground pipe click and drag auto place help
Replies: 4
Views: 290

Re: Underground pipe click and drag auto place help

Yes, this is the only way to undo a building.

Here are a couple more examples: viewtopic.php?f=34&t=70889
by DaveMcW
Sun Jan 14, 2024 3:16 am
Forum: Gameplay Help
Topic: Trying to calculate accurate % out of variables
Replies: 8
Views: 635

Re: Trying to calculate accurate % out of variables

Fluid automatically balances between tanks. So you just need to calculate the percentage in one tank to measure your total fluid percentage.
by DaveMcW
Sat Jan 13, 2024 6:43 pm
Forum: Modding help
Topic: A way to edit productivity module limitations
Replies: 2
Views: 275

Re: A way to edit productivity module limitations

In your mod's data.lua write: for _, module in pairs(data.raw.module) do if module.effect.productivity and module.limitation then table.insert(module.limitation, "iron-dust0") table.insert(module.limitation, "iron-dust1") table.insert(module.limitation, "iron-dust2") en...
by DaveMcW
Wed Jan 10, 2024 10:01 am
Forum: Modding help
Topic: I need help with creating a basic mod.
Replies: 4
Views: 330

Re: I need help with creating a basic mod.

Cool idea, but this is not a basic mod.

Recipes cannot be edited while the game is running, and players on the same team cannot have different recipes.

These issues can be worked around with different hacks, but I would not recommend trying it as your first mod.
by DaveMcW
Sat Jan 06, 2024 5:33 am
Forum: Show your Creations
Topic: I spent an insane amount of time optimizing Tight Spot Lv 5. This is the result.
Replies: 10
Views: 1575

Re: I spent an insane amount of time optimizing Tight Spot Lv 5. This is the result.

Great job. 204 chemical science packs is clearly the maximum you can get from the available oil.

I think another way to make the scenario more interesting is to multiply oil richness by 4x, so it is no longer a bottleneck.
by DaveMcW
Sun Dec 17, 2023 4:44 am
Forum: Won't implement
Topic: LuaGameScript.small_tick
Replies: 6
Views: 618

LuaGameScript.small_tick

FFF 388 announced engine support for ticks up to 2^64, but only Lua support for ticks up to 2^52. We can work around the Lua limit by breaking up the tick into two 32-bit numbers. The upper 32 bits are easy to calculate from LuaGameScript.tick. But we need a new property that contains the lower 32 ...
by DaveMcW
Tue Oct 10, 2023 1:40 am
Forum: Modding help
Topic: Understand data.raw entity pictures
Replies: 11
Views: 999

Re: Understand data.raw entity pictures

Isn't there a common method that's used for blueprints? There's no animations in blueprints for example and a default non-animated graphic is used. Blueprints don't have a complete renderer, they use the surface renderer with minor changes. The C++ surface renderer uses the same process Deadlock de...
by DaveMcW
Tue Oct 03, 2023 1:10 am
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 14
Views: 4548

Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons

Do you have an example that you could link? I'm curious about the size and readability of an icon. Rimworld has very distinct icons, I think looking good on the wiki was part of their design document. https://rimworldwiki.com/wiki/Apparel#Common_combinations Europa Universalis 4 uses icons AND the ...
by DaveMcW
Mon Oct 02, 2023 3:41 am
Forum: Wiki Talk
Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Replies: 14
Views: 4548

Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons

It's pretty standard in wikis for other games to use the expansion icon next to expansion features.
by DaveMcW
Sat Sep 09, 2023 5:18 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119112

Re: Friday Facts #375 - Quality

pichutarius wrote:
Sat Sep 09, 2023 12:09 am
Now i wan assembly machine to have high mood so they got creativity inspiration.
And if you don't feed them, they go berserk.
by DaveMcW
Wed Jun 28, 2023 2:23 am
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1552

Re: Loot Question

Maybe the item-on-ground is generated after on_entity_died triggers?

In that case you would need to add the parameters to a temporary table and run it the next tick.
by DaveMcW
Tue Jun 27, 2023 1:59 am
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1552

Re: Loot Question

Unfortunately there is no event for loot entities spawning on the ground. But we have 3 big hints: event.loot[i].name -- the name of the loot item event.entity.position -- the center of the dead entity event.entity.surface -- the surface the loot is on Using those hints, we can run surface.find_enti...
by DaveMcW
Sat Jun 24, 2023 6:10 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1552

Re: Loot Question

Code: Select all

local function On_Death(event)
  if event.loot and event.loot.valid then
    for i = 1, #event.loot do
      if event.loot[i].valid_for_read and event.loot[i].name == "small-alien-artifact" then
        -- add to item table    
      end
    end     
  end   
end
by DaveMcW
Sat Jun 24, 2023 2:21 am
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1552

Re: Loot Question

small-alien-artifact is not a vanilla item.

Please describe EXACTLY what a small-alien-artifact is. Preferably with the data.lua entries.
by DaveMcW
Fri May 26, 2023 3:27 am
Forum: Modding help
Topic: entity.minable.results = random?
Replies: 8
Views: 1095

Re: entity.minable.results = random?

entity.minable.results does not support this.

You could use the control.lua event on_player_mined_entity to do whatever you want when a fish is mined.

Go to advanced search