Search found 168 matches

by DiegoPro77
Mon Apr 01, 2024 8:38 am
Forum: Modding help
Topic: A way to edit productivity module limitations
Replies: 3
Views: 406

Re: A way to edit productivity module limitations

Sorry for the late reply. First step is to read the modding tutorial and then the second step is to familiarize yourself with how to navigate the documentation. I don't really understand how functions, events and other things can be made - and I think it is more a "my" problem since I don'...
by DiegoPro77
Tue Mar 26, 2024 4:07 pm
Forum: Modding help
Topic: Merge two items or substitute an item with another
Replies: 0
Views: 115

Merge two items or substitute an item with another

Hi guys. While trying to add compatibilities between some mods I came across a repeating problem: two items that are similar (or even the same, as an equipment) and have similar uses but are two different prototypes, therefore two different items. Let's say I have an item called "mod1-sand"...
by DiegoPro77
Sat Jan 13, 2024 3:04 pm
Forum: Modding help
Topic: A way to edit productivity module limitations
Replies: 3
Views: 406

A way to edit productivity module limitations

Hi guys, let me go straight into this. I'm not good at Lua probably, but I need to add some recipes ("iron-dust0", "iron-dust1", "iron-dust2") to the productivity module limitations and dunno how to do that. I saw that it is the function that defines to which recipes pr...
by DiegoPro77
Wed Jan 03, 2024 9:53 am
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 744

Re: Migrations on mod compatibilities

If a player can break something, at least one will. Whether it's worth handling or not it is a subjective judgement for you. There are some mods which simply aren't ever going to work out well when introduced or removed mid-game. In that case it may be massively less work for you to simply warn the...
by DiegoPro77
Sat Dec 30, 2023 2:07 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 744

Re: Migrations on mod compatibilities

You don't have to copy paste the migration file, because which recipes are unlocked is a part of the game state, saved in the savefile. Once unlocked, always unlocked. If the mod author of lead recipes adds new recipes in a future mod update, which you also want to unlock with a different technolog...
by DiegoPro77
Sat Dec 30, 2023 10:10 am
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 744

Re: Migrations on mod compatibilities

As far as I know I don't think this is possible with JSON migration files. But you can write Lua migration files as well, and you can conditionally run a code block if and only if a specific mod is present ( game.active_mods ), or test for the existence of named prototypes , etc. Wait I found out a...
by DiegoPro77
Sat Dec 30, 2023 9:52 am
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 744

Re: Migrations on mod compatibilities

As far as I know I don't think this is possible with JSON migration files. But you can write Lua migration files as well, and you can conditionally run a code block if and only if a specific mod is present ( game.active_mods ), or test for the existence of named prototypes , etc. Oh interesting thi...
by DiegoPro77
Fri Dec 29, 2023 8:18 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 744

Migrations on mod compatibilities

Hi guys, I have a question. I'm currently working on my ore refining mod : as the name says it introduces ore refining chains. I was trying to add compatibility with Brevven's Lead mod , and I got a problem with migration files. Let's say that smo is playing both mods, and I release this updated ver...
by DiegoPro77
Fri Dec 15, 2023 5:11 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 39117

Re: Friday Facts #387 - Swimming in lava

Hi, I dunno if smo has already asked this question and you have already answered in a reply on in a FFF and I missed it, but let me ask: will the creation of custom worlds be possible for modders? ("The hell are you not satisfied enough?" --> "I'm only here for science purposes :D&quo...
by DiegoPro77
Sun Sep 24, 2023 10:14 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 55591

Re: Friday Facts #376 - Research and Technology

Sorry if I come late, maybe you already answered to this question: will it be possible for modders to create their own custom productivity technologies?
That would be insanely HUGE.
by DiegoPro77
Sun Sep 24, 2023 9:56 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 126812

Re: Friday Facts #375 - Quality

On another similar game, called Dyson Sphere Program, I like the feature to increase the "quality" of the machine outputs (speed or production) with spryers. Let me explain. In this game you have conveyor belts similar to the factorio ones. On these belts you can put spyers that, guess wha...
by DiegoPro77
Sat May 27, 2023 5:40 pm
Forum: Modding help
Topic: Technology research disables a recipe
Replies: 3
Views: 518

Re: Technology research disables a recipe

Hi! Thank you for the codes and the explanations: they're all really appreciated. I succeded in disabling some "deprecated" recipes the mod I'm making, and this will become really handly in the future, since I inted to modify and enhance many recipes in the making. When I'll implement the ...
by DiegoPro77
Sat May 27, 2023 1:56 pm
Forum: Modding help
Topic: Technology research disables a recipe
Replies: 3
Views: 518

Technology research disables a recipe

Hi guys, I have a question. I've been absent from the game and therefore from programming Lua for quite a period, and I've never been good with this language, so I'd like to know if you're kind enough to tell me if there's a way to do a thing like this. (Maybe it's faster with an example.) { type = ...
by DiegoPro77
Wed Sep 29, 2021 3:00 pm
Forum: Modding help
Topic: Mod Internal Names
Replies: 3
Views: 1321

Re: Mod Internal Names

You can request a change from the devs and they'll rename the mod portal internal name whilst keeping discussions, download counts, etc. But there's nothing in game to support this so players using the old name won't be able to update to a newer version with the new name automatically. If you do do...
by DiegoPro77
Wed Sep 29, 2021 2:37 pm
Forum: Modding help
Topic: Mod Internal Names
Replies: 3
Views: 1321

Mod Internal Names

Hi guys, It's been a while since I left modding this game, so I'll be short in my question. Is there a way to modify the internal mod name of, indeed, a mod? 'Cause I'd like to change, for example, my mod "Better-Power-Armor-Grid_4.0.0" into something like "Ev-Power-Armors_4.0.0"...
by DiegoPro77
Sun Oct 04, 2020 11:55 am
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 1923

Re: Update recipes with new technologies:

Thank you darkfrei; one more thing...
If I wanted to remove / add a technology prerequisite, how can I do it?
by DiegoPro77
Sat Oct 03, 2020 9:41 pm
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 1923

Re: Update recipes with new technologies:

And if I had a recipe and wanted to change an item required? Iron gear wheel: Iron plate, x1 -> Iron gear wheel New recipe: Iron rod, x1 -> Iron gear wheel I've tried to understand and replicate Bob's method (as his way to code is very clear and powerful) but the game didn't "applied" the ...
by DiegoPro77
Mon Sep 21, 2020 4:13 pm
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 1923

Re: Update recipes with new technologies:

Thank you man I'll see what I can do with this awelsome piece of code and sorry for the questions but lua is not properly my language. xD
by DiegoPro77
Thu Sep 17, 2020 3:13 pm
Forum: Modding help
Topic: Update recipes with new technologies:
Replies: 7
Views: 1923

Update recipes with new technologies:

Hi guys: the title says it all. Example: you can create an iron gear wheel by using 2 iron plates. If I wanted to create a technology that implemented a recipe that would use an iron plate for making a gear wheel, not as a new recipe, but as an overwrite to the pre-existing one (as to have a more cl...
by DiegoPro77
Wed Sep 02, 2020 9:53 am
Forum: Modding help
Topic: Mod Portal Interface & Customization
Replies: 1
Views: 740

Mod Portal Interface & Customization

Hi, I'd have some questions on the mod portal that I've never clearly understood. Is there a documentation on how you can customize your mod page with images, links, Patreon or Discord donation/referral link, and so on? Because I don't know how to insert, for example, images in the description (I've...

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