Search found 12 matches

by mpratt
Fri Nov 22, 2024 4:21 am
Forum: Mods
Topic: [2.0] Orbital Transfer - Inter-Platform Logistics
Replies: 0
Views: 644

[2.0] Orbital Transfer - Inter-Platform Logistics

It was widely requested so I took a crack at it over the past few days. Here for your inter-platform pleasure, Orbital Transfer !

Orbital Platform Providers work like provider chests with one slot, and will ship them to other platforms when the stack is full. Orbital Platform Requesters work like ...
by mpratt
Wed Nov 20, 2024 1:54 am
Forum: Ideas and Suggestions
Topic: Implement recipe result probabilities as a choice
Replies: 0
Views: 162

Implement recipe result probabilities as a choice

Right now recipe results with probabilities are each evaluated independently. It would be great if we could specify results in such a manner that they were linked and one was chosen based on given weights, but other results are not linked and not affected.

Use case is a catalyst system that has a ...
by mpratt
Tue Nov 19, 2024 9:45 pm
Forum: Duplicates
Topic: [2.0.15] Items begin to spoil before they are finished crafting
Replies: 5
Views: 1210

Re: [2.0.15] Items begin to spoil before they are finished crafting

This appears to be a core problem with spoilage and not just related to specific circuit conditions, handcrafting, etc. Also still happening on 2.0.20.

I was able to replicate by having a modded item with a 1-tick spoilage duration (was attempting to use the spoilage trigger for some side effects ...
by mpratt
Sat Nov 16, 2024 2:43 am
Forum: Resolved for the next release
Topic: [2.0.15] Spidertron remote does not recolor
Replies: 5
Views: 865

Re: [2.0.15] Spidertron remote does not recolor

+1 please, makes controlling several groups of spidertrons at once a bit easier when I can tell groups apart.
by mpratt
Fri Nov 15, 2024 9:02 pm
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 44
Views: 9143

Dynamically research based on packs available

Like probably a lot of folks I find myself swapping between techs requiring Agricultural Science, and those that do not. Feels necessary to not waste time whenever I'm waiting for more Agricultural science to be shipped. I know I should probably just increase throughput, but it would be great if ...
by mpratt
Wed Jul 15, 2020 10:11 pm
Forum: Modding help
Topic: Remove Vanilla Ores
Replies: 9
Views: 3490

Re: Remove Vanilla Ores

Here's the function I use, it removes it from all the autoplace controls and then removes the resource itself:


local function RemoveResource(resource, fromResourceList)
local map_gen_presets = data.raw["map-gen-presets"]["default"]

data.raw["autoplace-control"][resource] = nil

for i, preset ...
by mpratt
Wed Jul 15, 2020 9:15 pm
Forum: Modding help
Topic: Can I make 2.5d sprites in resources?
Replies: 2
Views: 1262

Re: Can I make 2.5d sprites in resources?

I've attached an example of how it renders in-game. I'm hoping to get each "row" of wheat rendering in front of anything at the same horizontal position or above, basically.
by mpratt
Wed Jul 15, 2020 9:00 pm
Forum: Modding help
Topic: Can I make 2.5d sprites in resources?
Replies: 2
Views: 1262

Can I make 2.5d sprites in resources?

To clarify my admittedly murky attempt at a subject: I am making a new resource (Wheat) for a mod. I have made a texture for it with stages, and that part seems to work fine and even looks decent enough by itself and functions just fine, but there's a couple graphical problems in game. Basically, I ...
by mpratt
Mon Jul 17, 2017 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.x] Crash on tech screen if all techs disabled
Replies: 2
Views: 2817

[0.15.x] Crash on tech screen if all techs disabled

I'm writing a scenario that has a "tutorial" component to it. As part of this, I want to disable *all* technologies until they reach the point in the 'Now research some stuff' part of the tutorial, at which point I enable techs incrementally in order to limit confusion. In 0.14 this was possible ...
by mpratt
Sun Feb 19, 2017 6:09 am
Forum: Modding help
Topic: Missing Recipe Errors
Replies: 8
Views: 3743

Re: Missing Recipe Errors

I've found a safer way to disable recipes and techs is simply disabling them, rather than deleting them. If you're worried about someone using research_all_techs, which does indeed unlock disabled techs too, you can also modify the disabled techs to have no effects.
by mpratt
Sun Feb 19, 2017 6:06 am
Forum: Modding help
Topic: Recipe is in crafting category but has a non-item product
Replies: 6
Views: 4009

Re: Recipe is in crafting category but has a non-item product

You need to change the category. 'crafting-with-fluids' is usually what I set things to when they have a fluid component. I don't know any particular gameplay difference between that and 'advanced-crafting'
by mpratt
Sat Feb 18, 2017 4:28 am
Forum: Modding help
Topic: Achievements in Mods
Replies: 1
Views: 1689

Achievements in Mods

Is there any documentation on how to create achievements anywhere? I wasn't able to find anything on the official lua site or wiki.

What I'd like to do is create an achievement for crafting a certain item within the first ten minutes of the game. I've got two questions.

One, it seems like this isn ...

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