Search found 9 matches
- Mon Feb 03, 2025 8:16 pm
- Forum: Modding interface requests
- Topic: Separate surface conditions for buildings other than overloading pressure
- Replies: 2
- Views: 404
Separate surface conditions for buildings other than overloading pressure
Currently pressure is used for managing most building requirements. It makes it difficult to mix and match a planet to be able to produce cyroplants and foundries for example without also enabling construction on say Gleba. (By adding to the pressure mon or max).. would be nice to separate them out ...
- Sat Jan 25, 2025 6:36 pm
- Forum: Already exists
- Topic: Recycler capped at 12 outputs?
- Replies: 2
- Views: 788
- Sat Jan 25, 2025 4:47 am
- Forum: Already exists
- Topic: Recycler capped at 12 outputs?
- Replies: 2
- Views: 788
Recycler capped at 12 outputs?
While recycling by hand seems to work fine, it seems that if you use a recycler then only the first 12 (how much regular scrap uses) outputs of a scrap recycling recipie is actually used. i.e. calcite, coal, holmium-ore aren't produced:
data:extend{
{
type = "recipe",
name = "tchekor-scrap ...
data:extend{
{
type = "recipe",
name = "tchekor-scrap ...
- Thu Jan 23, 2025 10:28 pm
- Forum: Modding interface requests
- Topic: Planet based map-gen settings
- Replies: 0
- Views: 263
Planet based map-gen settings
Seems like there isn't the ability to set starting area, height, or width on a planet definition
https://lua-api.factorio.com/latest/types/MapGenSettings.html#starting_area
local map_gen_setting = table.deepcopy(data.raw.planet.nauvis.map_gen_settings)
map_gen_setting.starting_area = 0
*for ...
https://lua-api.factorio.com/latest/types/MapGenSettings.html#starting_area
local map_gen_setting = table.deepcopy(data.raw.planet.nauvis.map_gen_settings)
map_gen_setting.starting_area = 0
*for ...
- Sat Jan 18, 2025 1:17 am
- Forum: Modding interface requests
- Topic: Ability to delete Nauvis
- Replies: 3
- Views: 601
Re: Ability to delete Nauvis
Looks like its possible through control.lua
script.on_init(function()
game.forces.player.set_surface_hidden(game.surfaces.nauvis, true)
end)
script.on_init(function()
game.forces.player.set_surface_hidden(game.surfaces.nauvis, true)
end)
- Sat Jan 18, 2025 12:23 am
- Forum: Modding interface requests
- Topic: Ability to delete Nauvis
- Replies: 3
- Views: 601
Re: Ability to delete Nauvis
Would it be possible to delist it from the space location list? That way if it needs to exist as a fallback it can.. but for any solar system overhaul.. aside from just renaming/replacing the icon. that it would be possible to make it tidier. In my case I'm trying to make random systems (with 18 ...
- Fri Jan 17, 2025 9:37 pm
- Forum: Modding interface requests
- Topic: Ability to delete Nauvis
- Replies: 3
- Views: 601
Ability to delete Nauvis
Maybe I'm missing something.. I've tried a few things to remove Nauvis or at least on the space locations list (see attached)
.. looking at other mods the "Only Gleba" mod solves this by moving Gleba to Nauvis. From older posts it looks like Nauvis has to exist?
tried:
data.raw.planet["nauvis ...
.. looking at other mods the "Only Gleba" mod solves this by moving Gleba to Nauvis. From older posts it looks like Nauvis has to exist?
tried:
data.raw.planet["nauvis ...
- Fri Jan 17, 2025 7:53 pm
- Forum: Modding interface requests
- Topic: Planet based enemy_evolution settings
- Replies: 0
- Views: 269
Planet based enemy_evolution settings
Hi,
I'm currently working on a couple custom planets (and have also noticed this issue with Nauvis presets too) where because there is only 1 evolution factor setting changing it will make Gleba harder (or straight up impossible) where you just want a particular planet to be impacted.
game.map ...
I'm currently working on a couple custom planets (and have also noticed this issue with Nauvis presets too) where because there is only 1 evolution factor setting changing it will make Gleba harder (or straight up impossible) where you just want a particular planet to be impacted.
game.map ...
- Fri Jan 17, 2025 5:04 pm
- Forum: Modding interface requests
- Topic: Mod interface request: Research Trigger
- Replies: 3
- Views: 579
Re: Mod interface request: Research Trigger
+1 I would like to see the "mine-entity" to include an optional attribute of "amount"