Don't forget that even an unbiased output will exhibit a random walk: on any given run, the imbalance is expected to grow as the square root of the number of samples.
For a specific example, if you recycle 1 million processing units, each with a 50% chance to generate an advanced circuit, you ...
Search found 3745 matches
- Mon May 05, 2025 1:25 am
- Forum: Gameplay Help
- Topic: Upcycler statistical bias
- Replies: 4
- Views: 429
- Thu May 01, 2025 3:35 am
- Forum: Modding help
- Topic: How to add Custom Field to prototypes?
- Replies: 4
- Views: 210
Re: How to add Custom Field to prototypes?
The way most mods do it is create a storage.custom_fields table in control.lua that maps entities to custom fields.
You then need to update the table whenever an entity is built or destroyed.
You then need to update the table whenever an entity is built or destroyed.
- Wed Apr 30, 2025 3:54 am
- Forum: Modding help
- Topic: [Solved][2.0.43] How can I set the icon for a recipe?
- Replies: 5
- Views: 246
Re: [2.0.43] How can I set the icon for a recipe?
How about a different "name"?
- Tue Apr 29, 2025 9:11 am
- Forum: Modding help
- Topic: [Solved][2.0.43] How can I set the icon for a recipe?
- Replies: 5
- Views: 246
Re: [2.0.43] How can I set the icon for a recipe?
Try giving the recipe and item a different localised_name.
- Sat Apr 26, 2025 11:47 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary Stone 4/s
- Replies: 0
- Views: 299
Legendary Stone 4/s
This design produces legendary stone from mined calcite. 4 legendary stone per second.
0eNrtXEuP2zYQ/iuBznIhUiQlLdBTr731GCwMWaZ3hepVPbbdLvzfS8prW7Epa4Z0kGQbIMhaNjWfOOQMvxly9OZtikE2bV713sObl2d11XkPn9+8Ln+q0kJ/V6Wl9B68rq8r6fneX0Na5P2r+qaQT7Lapu2rt/e9vNrKf7wHsn/0PVn1eZ/Lg6Dx4nVdDeVGtqqBfxTYD ...
0eNrtXEuP2zYQ/iuBznIhUiQlLdBTr731GCwMWaZ3hepVPbbdLvzfS8prW7Epa4Z0kGQbIMhaNjWfOOQMvxly9OZtikE2bV713sObl2d11XkPn9+8Ln+q0kJ/V6Wl9B68rq8r6fneX0Na5P2r+qaQT7Lapu2rt/e9vNrKf7wHsn/0PVn1eZ/Lg6Dx4nVdDeVGtqqBfxTYD ...
- Sat Apr 26, 2025 12:06 am
- Forum: Modding help
- Topic: How to efficiently schedule a future event for a future tick?
- Replies: 1
- Views: 153
Re: How to efficiently schedule a future event for a future tick?
events.on_tick is very cheap, don't worry about calling it every tick.
Of course you should try to minimize the work you do every tick. Reading a single table index is a great way to do it.
Of course you should try to minimize the work you do every tick. Reading a single table index is a great way to do it.
- Thu Apr 17, 2025 3:13 am
- Forum: Modding help
- Topic: Need help on coding problem
- Replies: 3
- Views: 202
Re: Need help on coding problem
You are looking at line 42 in the wrong file.
Fix the file at the top of the error message, prototypes/compatibility/bobs_modules.lua
Fix the file at the top of the error message, prototypes/compatibility/bobs_modules.lua
- Fri Apr 11, 2025 1:37 pm
- Forum: Modding help
- Topic: How to generate surface from planet but with custom map-gen
- Replies: 2
- Views: 214
Re: How to generate surface from planet but with custom map-gen
Can you do it in data.lua?
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.aquilo_crude_oil.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.lithium_brine.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.fluorine_vent ...
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.aquilo_crude_oil.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.lithium_brine.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.fluorine_vent ...
- Sat Mar 22, 2025 1:41 pm
- Forum: Modding help
- Topic: Specifying the biter's attack target
- Replies: 4
- Views: 314
Re: Specifying the biter's attack target
You need to set that in data.lua.
Code: Select all
data.raw['entity']['nuclear-reactor'].allow_run_time_change_of_is_military_target = true
- Thu Mar 20, 2025 4:06 pm
- Forum: Modding help
- Topic: Specifying the biter's attack target
- Replies: 4
- Views: 314
Re: Specifying the biter's attack target
Code: Select all
/c entity = game.player.selected
entity.is_military_target = true
- Tue Mar 04, 2025 2:37 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Disable decals from loading
- Replies: 1
- Views: 199
Re: [Request] Disable decals from loading
Ctrl + Alt + Click on Settings.
Click The rest.
Click both sprite-altas checkboxes.
This makes startup slightly slower the first time, then much faster every other time.
Click The rest.
Click both sprite-altas checkboxes.
This makes startup slightly slower the first time, then much faster every other time.
- Fri Feb 28, 2025 7:24 pm
- Forum: Modding interface requests
- Topic: Stateless visualisations for PlantPrototype
- Replies: 0
- Views: 140
Stateless visualisations for PlantPrototype
I am trying to make a plant type of "Flaming ashland tree". This requires the fire stateless_visualisation_variations to change position as the tree grows.
Please scale the stateless visualisations based on a plant's tick_grown.
Please scale the stateless visualisations based on a plant's tick_grown.
- Tue Jan 28, 2025 2:06 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 924
Re: "Noob" prototype "type checking" question
The Factorio engine does not support object-oriented programming.
You can't extend an entity. And you can't use "instance-of" with user-defined entities (because user-defined classes are impossible).
Lua does allow you to use object-oriented patterns, but it only works in your own mod and can't ...
You can't extend an entity. And you can't use "instance-of" with user-defined entities (because user-defined classes are impossible).
Lua does allow you to use object-oriented patterns, but it only works in your own mod and can't ...
- Tue Jan 21, 2025 2:59 am
- Forum: Modding discussion
- Topic: Some "will it mod" questions
- Replies: 2
- Views: 474
Re: Some "will it mod" questions
1. No engine support, but you can write a mod to help you automate it.
2. No engine support.
3. Mods can connect wires across surfaces.
4. Mods can connect wires across surfaces.
5. No engine support, but you can write a mod to help you automate it.
6. No engine support.
7. Mods can connect wires ...
2. No engine support.
3. Mods can connect wires across surfaces.
4. Mods can connect wires across surfaces.
5. No engine support, but you can write a mod to help you automate it.
6. No engine support.
7. Mods can connect wires ...
- Mon Jan 13, 2025 1:08 pm
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 804
- Wed Jan 01, 2025 6:49 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 696321
Re: Accumulator / Solar panel ratio
Yes, the 25200 tick day was added in Factorio 2.0.
- Sun Dec 29, 2024 10:35 am
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 804
Re: Making a composite entity act like a normal entity
The event for cut and copy is on_player_cursor_stack_changed.
- Thu Dec 26, 2024 2:25 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary electronic circuits 28/s
- Replies: 3
- Views: 1937
Legendary electronic circuits 28/s
This design upgrades normal quality circuits into legendary circuits.
Input is 28 green circuits and 2.8 red circuits per second.
Output is 28 legendary green circuits and 2.8 legendary red circuits per second.
It is optimized for Processing Unit Productivity 13. At lower tech levels it has ...
Input is 28 green circuits and 2.8 red circuits per second.
Output is 28 legendary green circuits and 2.8 legendary red circuits per second.
It is optimized for Processing Unit Productivity 13. At lower tech levels it has ...
- Thu Dec 26, 2024 1:10 am
- Forum: Questions, reviews and ratings
- Topic: maximum zoom out (0.3?) Is more possible?
- Replies: 6
- Views: 1088
Re: maximum zoom out (0.3?) Is more possible?
One trick is to resize the game window into a square. Zoom is limited by your longest screen dimension.
- Wed Dec 25, 2024 9:36 pm
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 804
Re: Making a composite entity act like a normal entity
You need a third entity whose only purpose is to appear in blueprints.