Search found 2272 matches

by darkfrei
Wed Nov 13, 2019 11:23 am
Forum: Ideas and Requests For Mods
Topic: [Request] Limit Amount of Robots that are out
Replies: 1
Views: 35

Re: [Request] Limit Amount of Robots that are out

It's pretty difficult for my opinion. 5000 at all or 5000 for each force?
by darkfrei
Wed Nov 13, 2019 9:47 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 16
Views: 383

Re: Why is my UPS low?

You can try the PXL, the UPS can be also higher.
by darkfrei
Tue Nov 12, 2019 7:55 pm
Forum: Modding help
Topic: Pipe connections problems
Replies: 3
Views: 69

Re: Pipe connections problems

For entities 2x2 must be pipe_connections = { { position = { 0.5, -1.5} }, { position = { 0.5, 1.5} }, { position = {-0.5, -1.5} }, { position = {-0.5, 1.5} }, { position = { 1.5, -0.5} }, { position = { 1.5, 0.5} }, { position = {-1.5, -0.5} }, { position = {-1.5, 0.5} } }
by darkfrei
Tue Nov 12, 2019 11:26 am
Forum: Ideas and Requests For Mods
Topic: Chest with requested items
Replies: 0
Views: 32

Chest with requested items

Simple idea:

I want to build the blueprinted megabase , so I place just a chest with requested for this blueprint items, bots make all stuff automatically, with enlarging of construction radius if it needs.
by darkfrei
Mon Nov 11, 2019 6:20 pm
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 193

Re: Edit blueprint in a mod

Interesting, but this small mod works as expected.
by darkfrei
Mon Nov 11, 2019 5:49 pm
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 193

Re: Edit blueprint in a mod

Did you make it selectable? Maybe share the complete prototype of the entities / items involved. I don't make it unselectable, so it's just local replacement_table = { ['offshore-pump'] = 'burner-offshore-pump', ['burner-offshore-pump-placeholder'] = 'burner-offshore-pump', ['electric-offshore-pump...
by darkfrei
Sun Nov 10, 2019 4:02 pm
Forum: Modding interface requests
Topic: Blueprint support for control replaced entities
Replies: 5
Views: 100

Re: Blueprint support for control replaced entities

You can replace the entities with script when the blueprint is captured 1. I don't know how, the linked topic was about it and here was no solution. 2. If it possible, it's nice to have the ready solution without script, just something like entity.blueprinted_as_entity_name = entity.name (or better...
by darkfrei
Sun Nov 10, 2019 12:38 pm
Forum: Modding interface requests
Topic: Blueprint support for control replaced entities
Replies: 5
Views: 100

Blueprint support for control replaced entities

Mod example: Burner Offshore Pump Linked topic: https://forums.factorio.com/viewtopic.php?f=25&t=77514 I have a mod, where one entity says where I can place the entity, for example offshore pump can be placed only on the water edge. After placing it will be replaced with the assembling machine, that...
by darkfrei
Thu Nov 07, 2019 9:29 pm
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 193

Re: Edit blueprint in a mod

entity.placeable_by = item.name entity.minable.result = item.name By rails it's a table, just adding the entity.placeable_by = item_name gets error. data.raw["curved-rail"]["curved-rail"].placeable_by = {item = "rail", count = 4} UPD No, I cannot select the entity with "assembling_machine_entity.pl...
by darkfrei
Thu Nov 07, 2019 11:33 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 16
Views: 383

Re: Why is my UPS low?

Koub wrote:
Thu Nov 07, 2019 8:40 am
Train pathfinding and warehouses are my best guesses for your low UPS.
Can the mod https://mods.factorio.com/mod/SmallChests fix the warehouse UPS dropping?
by darkfrei
Thu Nov 07, 2019 11:31 am
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 193

Re: Edit blueprint in a mod

mrvn wrote:
Thu Nov 07, 2019 10:47 am
Setting the mining placed by field isn't enough?
Can you please provide an example?
by darkfrei
Thu Nov 07, 2019 11:25 am
Forum: Ideas and Requests For Mods
Topic: Machine scaffolding
Replies: 8
Views: 175

Re: Machine scaffolding

Looks pretty complicated.
by darkfrei
Wed Nov 06, 2019 6:12 pm
Forum: Modding help
Topic: Generate an export of data.raw?
Replies: 5
Views: 139

Re: Generate an export of data.raw?

eradicator wrote:
Wed Nov 06, 2019 6:07 pm

Code: Select all

log(serpent.block(data.raw))
Without sorting:

Code: Select all

log(serpent.block(data.raw, {sortkeys=false}))
https://github.com/pkulchenko/serpent
by darkfrei
Tue Nov 05, 2019 11:51 am
Forum: 1 / 0 magic
Topic: Whole PC lags when factorio runs with AMD Virtual Super Resolution
Replies: 4
Views: 131

Re: Whole PC lags when factorio runs with AMD Virtual Super Resolution

Factorio is 100% raster video game, any virtual resolution cannot make better graphics.
by darkfrei
Tue Nov 05, 2019 8:17 am
Forum: Modding help
Topic: Edit blueprint in a mod
Replies: 10
Views: 193

Re: Edit blueprint in a mod

There are events for when a blueprint is created where you can modify things before they are encoded as a blueprint. Just search the list of events in the API for blueprint. So if I have placeholder entity and I replace it with the another one, theoretically I can choose with the BluePrint the last...
by darkfrei
Tue Nov 05, 2019 7:48 am
Forum: Technical Help
Topic: Can you add mods to a existing save?
Replies: 2
Views: 63

Re: Can you add mods to a existing save?

Make a copy of your save file and play we what you will with the new one. Some mods are comfortable for every mod, but some are incompatible.
by darkfrei
Tue Nov 05, 2019 7:45 am
Forum: Ideas and Requests For Mods
Topic: Building that disables Landfill for other fractions
Replies: 3
Views: 90

Re: Building that disables Landfill for other fractions

The mod can use another type of water, for example vanilla green water, change the collision mask and nobody can place landfill here. The entity checks energy and if enough, then keep green water, if not enough, then switch it back to green water.

Or just by using of out-of-map.
by darkfrei
Mon Nov 04, 2019 9:47 pm
Forum: Modding help
Topic: changing vanilla recipes
Replies: 4
Views: 65

Re: changing vanilla recipes

Take part of code from vanilla prototypes and place it into your mod folder into the data.lua. You are need to define items: "nail", "wooden-plank" and icons for them. After adding items you are need to add recipes for nails and planks, only then changing the recipe of wooden boxes. See items and re...

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