Search found 23 matches
- Fri Apr 22, 2022 7:09 am
- Forum: Modding help
- Topic: Remove unlock Item from MOd Tech
- Replies: 3
- Views: 1142
Re: Remove unlock Item from MOd Tech
Thx after the Edit it works. You help me realy a lot
- Tue Apr 19, 2022 9:39 am
- Forum: Modding help
- Topic: Remove unlock Item from MOd Tech
- Replies: 3
- Views: 1142
Remove unlock Item from MOd Tech
Is there any solution to remove an unlock item from a mod tech, without changeing the other mod?
Example.
In my case, an other mod will unlock an item with a tech. i want to remove this item, beacause my mod unlock this item before. And the other mod shows it up twice (in his Mod Categorie).
Example.
In my case, an other mod will unlock an item with a tech. i want to remove this item, beacause my mod unlock this item before. And the other mod shows it up twice (in his Mod Categorie).
- Mon Apr 18, 2022 3:05 pm
- Forum: Modding help
- Topic: Need help replace items in all recipes
- Replies: 4
- Views: 2029
Re: Need help replace items in all recipes
Thx u help me lot
- Mon Apr 18, 2022 11:26 am
- Forum: Modding help
- Topic: Need help replace items in all recipes
- Replies: 4
- Views: 2029
Re: Need help replace items in all recipes
Variable "data" is available at data stage, in data.lua, not in control stage in control.lua.
Also, "script" is only available in control stage. Take the code inside the function and just execute it directly.
Thx
i copy this
function ReplaceAllIngredientItemWithItem (iron-plate , carbon ...
- Mon Apr 18, 2022 9:42 am
- Forum: Modding help
- Topic: Need help replace items in all recipes
- Replies: 4
- Views: 2029
Need help replace items in all recipes
I need your help, i waant to replace all ironplates in recipes with an item who called carbon-plate.
i tried different solutions, wich i found, but no ones helps.
I tried to wrote a script but there is an error. pls help me
script is saved in control.lua
script.on_init
(function ...
i tried different solutions, wich i found, but no ones helps.
I tried to wrote a script but there is an error. pls help me
script is saved in control.lua
script.on_init
(function ...
- Mon Aug 01, 2016 8:10 am
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
added Version 0.3.1
Added Stack Inserter and Stack Filter Inserter
Changed recipe for Battery
Added Stack Inserter and Stack Filter Inserter
Changed recipe for Battery
- Sun Jul 03, 2016 11:18 am
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
Version 0.3.0 added
This Version is for Factorio 0.13.x (Beta)
use ony with the beta.
This Version is for Factorio 0.13.x (Beta)
use ony with the beta.
- Wed Jun 08, 2016 4:33 pm
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
did you start a new game or played an old savegame?
- Mon Jun 06, 2016 7:36 pm
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
Good idea. But o dont know how to make the building larger. I am an absolut beginner in modding factoriothereaverofdarkness wrote:I think it should be a 6x6 building to make room for all the little robotic pieces inside.
- Sun Jun 05, 2016 3:26 pm
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
In Version 0.2.0 there was little bug. It was possible to research logistic-robotics and S.A.M at the same time. Now, so i hope, i found this bug and delete it. You must now choose between this technologies
- Fri May 27, 2016 8:10 pm
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
I will fix it, but in Version 1.2 and 2.0 this Bug exist no more, befasse i fix IT in Version 1.2
- Tue May 24, 2016 3:44 pm
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
Big Changes
In Version 0.2.0 i decided to change one little thing. But this little thing will change the hole gameplay.
You must now choose between S.A.M. or the logistic robots. If you researched one of them, you can't research the other one.
In Version 0.2.0 i decided to change one little thing. But this little thing will change the hole gameplay.
You must now choose between S.A.M. or the logistic robots. If you researched one of them, you can't research the other one.
- Mon May 23, 2016 5:45 pm
- Forum: Modding help
- Topic: disable recipe after researched a new Technologie
- Replies: 5
- Views: 2087
Re: disable recipe after researched a new Technologie
thx that helpsprg wrote:Code: Select all
script.on_event(defines.events.on_research_finished, function(event) if event.research.name == "some-tech" then event.research.force.technologies["other-tech"].enabled = false end end)
- Mon May 23, 2016 5:23 pm
- Forum: Modding help
- Topic: disable recipe after researched a new Technologie
- Replies: 5
- Views: 2087
Re: disable recipe after researched a new Technologie
ok thx, but i need a little bit more help, i am an absolut noob in modding with lua scripts
can you please post a code, so i can understand it?
after researched technology "Superassambler" the game schould disable the Technogie or recipes from the logistic-robot
can you please post a code, so i can understand it?
after researched technology "Superassambler" the game schould disable the Technogie or recipes from the logistic-robot
- Mon May 23, 2016 5:12 pm
- Forum: Modding help
- Topic: disable recipe after researched a new Technologie
- Replies: 5
- Views: 2087
disable recipe after researched a new Technologie
is it possible to disable a recipe or technologie after researched an other technolgie?
for example i researched technoligie a and after succesfull resarched this technolige the game disabled technologie b to research.
Like a decision in a techtree.
for example i researched technoligie a and after succesfull resarched this technolige the game disabled technologie b to research.
Like a decision in a techtree.
- Sun May 15, 2016 5:54 pm
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
New Update with Balancing for more info show changelog at the first post
- Sun May 08, 2016 11:16 am
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
Re: [MOD.12.x] Super Assembling Machine (S.A.M.)
OK so basically, this mod allows you to just feed this assembling machine with iron, copper, coal, water, petroleum gas, lubricant, and to produce any single item in the game ?
I confess I don't see the interest of removing all what makes what's Factorio to replace it with a this only machine is ...
I confess I don't see the interest of removing all what makes what's Factorio to replace it with a this only machine is ...
- Sun May 08, 2016 5:35 am
- Forum: Mods
- Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
- Replies: 16
- Views: 19311
[MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
This is S.A.M. (Super Assembling Machine]
With S.A.M. you can produce a lot of final Products like normal Assambling machines or Solar panels in one new Assemblingmachine. For more Information please read the long Description.
http://i.imgur.com/XebRSME.jpg
Name: Super_assembling_machine ...
With S.A.M. you can produce a lot of final Products like normal Assambling machines or Solar panels in one new Assemblingmachine. For more Information please read the long Description.
http://i.imgur.com/XebRSME.jpg
Name: Super_assembling_machine ...
- Thu May 05, 2016 11:51 am
- Forum: Modding help
- Topic: Need help with my mod (reload recipes and technologies]
- Replies: 1
- Views: 1422
Re: Need help with my mod (reload recipes and technologies]
i found the error.
My misttake was, that i am testing my mod with the same migrations lua. and i never changed the version number, so factorio ignore my migration.
thread can be closed
My misttake was, that i am testing my mod with the same migrations lua. and i never changed the version number, so factorio ignore my migration.
thread can be closed
- Thu May 05, 2016 8:58 am
- Forum: Modding help
- Topic: Need help with my mod (reload recipes and technologies]
- Replies: 1
- Views: 1422
Need help with my mod (reload recipes and technologies]
Where is my mistake in this code
-- Reload recipes and technologies
for i, player in ipairs(game.players) do
player.force.reset_recipes()
player.force.reset_technologies()
end
for index, force in pairs(game.forces) do
-- Generate technology and recipe tables
local tech = force.technologies ...
-- Reload recipes and technologies
for i, player in ipairs(game.players) do
player.force.reset_recipes()
player.force.reset_technologies()
end
for index, force in pairs(game.forces) do
-- Generate technology and recipe tables
local tech = force.technologies ...