Search found 2488 matches

by darkfrei
Wed Feb 26, 2020 8:35 pm
Forum: Ideas and Requests For Mods
Topic: PySuite Tech Tree Fix (Request)
Replies: 2
Views: 96

Re: PySuite Tech Tree Fix (Request)

A mod that changes the tech tree of the PySuite by adding prerequisites to techs, moving recipe unlocks, and adding new techs if necessary so that firstly, you cannot start researching a recipe unless you have researched recipes for all the science packs required for it, and secondly, you cannot re...
by darkfrei
Wed Feb 26, 2020 5:05 am
Forum: Modding help
Topic: Removing/Replacing Spitters (And spawners)
Replies: 3
Views: 71

Re: Removing/Replacing Spitters (And spawners)

Place it to the data.lua: data.raw["unit-spawner"]["spitter-spawner"].result_units = data.raw["unit-spawner"]["biter-spawner"].result_units I can't believe it was so simple! You are welcome! I've just installed the mod https://forums.factorio.com/viewtopic.php?t=45107 Open log file. Found the spawn...
by darkfrei
Tue Feb 25, 2020 9:02 pm
Forum: Modding help
Topic: Removing/Replacing Spitters (And spawners)
Replies: 3
Views: 71

Re: Removing/Replacing Spitters (And spawners)

Place it to the data.lua:

Code: Select all

data.raw["unit-spawner"]["spitter-spawner"].result_units = data.raw["unit-spawner"]["biter-spawner"].result_units
by darkfrei
Tue Feb 25, 2020 6:46 am
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 120

Re: New smelting entities - advice on approach

Set up the new recipe category, change it by smelting recipe and set it by your furnace.

https://wiki.factorio.com/Prototype/RecipeCategory
https://wiki.factorio.com/Data.raw#recipe-category
by darkfrei
Mon Feb 24, 2020 8:55 pm
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 120

Re: New smelting entities - advice on approach

Trblz wrote:
Mon Feb 24, 2020 7:47 pm
I have made the new entities using the deep copy step.
Next is to figure out the data.raw change to redirect a vanilla ore from vanilla burner to my custom burner
Don't forget to add your new prototypes to the data.raw:

Code: Select all

data:extend({item, entity, recipe})
by darkfrei
Mon Feb 24, 2020 7:34 pm
Forum: Texture Packs
Topic: [Art Request] Geodes and Geode Dust
Replies: 1
Views: 95

Re: [Art Request] Geodes and Geode Dust

It must be not too difficult
https://www.youtube.com/watch?v=d-zpR1E84nQ


UPD:
by darkfrei
Mon Feb 24, 2020 11:37 am
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 120

Re: New smelting entities - advice on approach

What does item.place_result do? Wiki mentions "Name of prototype/Entity that can be built using this item" so I read this as the list of outputs that this item can generate. I will give this a try. The mod already has a prefix for everything. Recipe, item and entity can have different names. item.n...
by darkfrei
Mon Feb 24, 2020 6:20 am
Forum: Won't implement
Topic: minable.result(s) with difficulties
Replies: 16
Views: 306

Re: minable.result(s) with difficulties

Deadlock989 wrote:
Sun Feb 23, 2020 10:36 pm
I don't understand why you even want this. Why do you need a different item that is functionally identical to the other item back from mining an assembler because the recipe that made it was a different difficulty level?
While you get no entity item, but ingredients for this entity.
by darkfrei
Fri Feb 21, 2020 8:19 am
Forum: Won't implement
Topic: minable.result(s) with difficulties
Replies: 16
Views: 306

Re: minable.result(s) with difficulties

+1

I have the same problem and idea of possible solution while modding of Recycling Deconstruction.

Right now the solutions are:
1. Ignore expensive recipes
2. Exclude recipes with normal/expensive.
by darkfrei
Fri Feb 21, 2020 8:10 am
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 506

Re: [0.17.79] Please please please let electric poles be rotated

Vertical pole and all connection points go from top to bottom: red, yellow (copper), green. No orientation makes it wrong.
by darkfrei
Thu Feb 20, 2020 8:18 am
Forum: Minor issues
Topic: [0.18.8] Burning a fuel with burnt_result in a burner with no result slots locks up burner
Replies: 2
Views: 76

Re: [0.18.8] Burning a fuel with burnt_result in a burner with no result slots locks up burner

> What did you expect to happen instead? 1. You cannot insert fuel with burnt_result to entities, that have no burnt_result_inventory. 2. (Alternative) The game changes all prototypes and set up the burnt_result_inventory if any fuel with burnt_result is acceptable for this entity. 3. (Alternative) ...
by darkfrei
Thu Feb 20, 2020 8:07 am
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 506

Re: [0.17.79] Please please please let electric poles be rotated

Oktokolo wrote:
Thu Feb 20, 2020 6:16 am
Another way to fix it might be to make all power poles always align the same. They would all look the same then and red/green wire terminals would always be on the same side of each pole.
There is mod for it No Rotation For Electric Poles
by darkfrei
Wed Feb 19, 2020 9:14 pm
Forum: Modding interface requests
Topic: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
Replies: 5
Views: 151

[0.18.8] - 1x1 Loaders doesn't support speed 240 items/second

1x1 loaders doesn't support belt speed 240 items/second and more.

The bug report: https://mods.factorio.com/mod/DoubleSpe ... 000b4b656f
by darkfrei
Wed Feb 19, 2020 8:13 am
Forum: Already exists
Topic: Add @ to be used as length of sparse table
Replies: 8
Views: 243

Re: Add @ to be used as length of sparse table

Can this function be called as table.size()?
by darkfrei
Mon Feb 17, 2020 8:14 am
Forum: Questions, reviews and ratings
Topic: Is there a mod for one-life-only mode?
Replies: 4
Views: 118

Re: Is there a mod for one-life-only mode?

1. Go to game settings, change the autosave to never. Don't save the game manually.
2. https://mods.factorio.com/mod/NewGamePlus
by darkfrei
Mon Feb 17, 2020 8:10 am
Forum: Ideas and Suggestions
Topic: switch green/red wire position on substation
Replies: 17
Views: 401

Re: switch green/red wire position on substation

Please fix it!
Never saw it before, but now it hurts.
by darkfrei
Mon Feb 17, 2020 8:05 am
Forum: Gameplay Help
Topic: Gun Collision Boxes
Replies: 7
Views: 203

Re: Gun Collision Boxes

Have it different by

Code: Select all

/c game.print(serpent.line(game.player.selected.collision_mask))
?
(Select the item while the console command)

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