Search found 12 matches

by leighzer
Sat Apr 04, 2020 4:46 pm
Forum: Modding help
Topic: Unexpected 'not enough ingredients' on recipe craft attempt (Multiple recipes for intermediary item)
Replies: 1
Views: 784

Re: Unexpected 'not enough ingredients' on recipe craft attempt (Multiple recipes for intermediary item)

To answer one of my own questions: Is it possible to make this new ore I add NOT appear as a raw ingredient in recipes? Yes. It appears what dictates what makes it into the 'total raw' section is based around if items are hand craftable or not. Since an engine is a part of the advanced-crafting cate...
by leighzer
Fri Apr 03, 2020 2:31 am
Forum: Modding help
Topic: Unexpected 'not enough ingredients' on recipe craft attempt (Multiple recipes for intermediary item)
Replies: 1
Views: 784

Unexpected 'not enough ingredients' on recipe craft attempt (Multiple recipes for intermediary item)

Hello, I was play testing some of my small mods when I happened upon an interesting issue. I tried to hand craft an offshore pump, and was unable to do so, even though I have enough materials (for the default green circuit recipe, not a recipe one of my mods adds) to do so. Screenshots below: cap1Sm...
by leighzer
Wed Oct 16, 2019 4:07 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351942

Re: [MOD 0.17] Industrial Revolution

I stumbled upon a small mod that appears to build upon Industrial Revolution.

Here it is: https://mods.factorio.com/mod/IR-Chromium_Synthesis

It adds a recipe and technology for making chromium and is public domain. Just a heads up.
by leighzer
Tue Jun 25, 2019 4:36 am
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 3079

Re: [MOD 0.16-0.17] Leighzer's Morphite

Thanks for pointing this out. The devs removed the global 'get_next_resource_index' used for placing ore patches (yay!). That ended up breaking most my mods. The fix appeared to be rather simple. I have rolled out updates for Morphite as well as my other mods. If you continue to run into or spot any...
by leighzer
Wed Jun 12, 2019 3:36 am
Forum: Resolved Problems and Bugs
Topic: [0.17.48] Ability to programmatically set locale for autoplace controls
Replies: 1
Views: 1829

[0.17.48] Ability to programmatically set locale for autoplace controls

Hello, I have encountered an issue. It appears that the localised_name field does not get used to set the display names of autoplace controls in the new game menu. I would request that much like how other prototypes can have in game language updated programmatically, that autplace controls can be as...
by leighzer
Tue Apr 02, 2019 12:49 am
Forum: Modding interface requests
Topic: [0.17.x] demo-resource-autoplace.lua sucks
Replies: 20
Views: 5117

Re: [0.17.x] demo-resource-autoplace.lua sucks

Yes, I unfortunately agree as well. I did the exact same and did a serpent through data.raw and was unable to gleam any useful information. I do agree with Bob's analysis of the flaws. I'm sure these will be addressed in time given the map gen is still new. I like the direction things are moving and...
by leighzer
Wed Jan 30, 2019 3:43 am
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 3079

Re: [MOD 0.16] Leighzer's Morphite

Another small feature that I've mentioned but not yet implemented is giving Morphite ore a direct fuel value. Given the current processing times it is quite easy to get Morphite out of the ground but it takes a bit of effort to process it down the supply chain. Giving it a fuel value will provide a...
by leighzer
Sat Jan 12, 2019 4:13 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 3079

Re: [MOD 0.16] Leighzer's Morphite

It's a nice mod! I like how it can be used for multiple things. Suggestion: Add some more new recipes of powerful or different things that can only be created using Morphite. They could be special entities, turrets, items, modules or anything else. Thank you very much I appreciate it! I have a coup...
by leighzer
Thu Nov 22, 2018 4:37 am
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 3079

[MOD 0.16-0.17] Leighzer's Morphite

I just released my first ever mod and I would like to hear you feedback! Here is a link to the mod portal: https://mods.factorio.com/mod/leighzermorphite https://mods-data.factorio.com/assets/562595ce86b1a92bab16c2f08f00e0543f88c84e.png https://mods-data.factorio.com/assets/f852e383e5722791e5a120c9f...
by leighzer
Sat Oct 27, 2018 4:50 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206619

Re: Friday Facts #266 - Cleanup of mechanics

I agree that it is a good idea to streamline the base game. This will improve new player first impressions and help retain new players. Once someone is hooked and vanilla isn't complex enough, they can always download mods to introduce more complexity. I was neutral about the assembler recipe limit ...
by leighzer
Sat Oct 27, 2018 12:47 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206619

Re: Friday Facts #266 - Cleanup of mechanics

Could someone explain the Assembling machine ingredient limit removal change like I'm 5? I don't think I follow 100%. Does this mean that you can craft any assembler recipe with any assembler(assuming you have the required research)? Does this boil down the differences between assembler performance/...
by leighzer
Thu Nov 23, 2017 3:10 am
Forum: Tools
Topic: v0.15.34 Science Pack Crafting Trees
Replies: 1
Views: 3750

v0.15.34 Science Pack Crafting Trees

This post contains the crafting trees I made for science pack 1 through to the high tech pack. These are breakdown trees that let you visualize the more basic ingredients required for science pack recipes. Important Notes: Since there are many ways to derive petroleum gas I did not breakout that ing...

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