Search found 11 matches
- Wed Nov 20, 2024 1:54 am
- Forum: Ideas and Suggestions
- Topic: Implement recipe result probabilities as a choice
- Replies: 0
- Views: 60
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 lo...
- Tue Nov 19, 2024 9:45 pm
- Forum: Duplicates
- Topic: [2.0.15] Items begin to spoil before they are finished crafting
- Replies: 4
- Views: 192
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 on...
- Sat Nov 16, 2024 2:43 am
- Forum: Bug Reports
- Topic: [2.0.15] Spidertron remote does not recolor
- Replies: 1
- Views: 119
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.
- Fri Nov 15, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 28
- Views: 2394
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 the...
- Wed Jul 15, 2020 10:11 pm
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 3087
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...
- Wed Jul 15, 2020 9:15 pm
- Forum: Modding help
- Topic: Can I make 2.5d sprites in resources?
- Replies: 2
- Views: 1127
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.
- Wed Jul 15, 2020 9:00 pm
- Forum: Modding help
- Topic: Can I make 2.5d sprites in resources?
- Replies: 2
- Views: 1127
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 ...
- 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: 2595
[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 po...
- Sun Feb 19, 2017 6:09 am
- Forum: Modding help
- Topic: Missing Recipe Errors
- Replies: 8
- Views: 3448
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.
- 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: 2193
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'
- Sat Feb 18, 2017 4:28 am
- Forum: Modding help
- Topic: Achievements in Mods
- Replies: 1
- Views: 1488
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't...