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by Pi-C
Thu Nov 18, 2021 11:32 am
Forum: Modding help
Topic: [1.1][Solved] Why doesn't the allow_decomposition property work for me?
Replies: 11
Views: 261

Re: [1.1] Why doesn't the allow_decomposition property work for me?

Just in case you don't know this yet: Factorio has an in-game prototype browser where you can check the final properties of a prototype. Open the crafting menu, hover the cursor over your recipe, and use CTRL+SHIFT+F (default) to open the browser. This will also work for entities on the ground etc. ...
by Pi-C
Thu Nov 18, 2021 11:19 am
Forum: Modding help
Topic: [1.1][Solved] Why doesn't the allow_decomposition property work for me?
Replies: 11
Views: 261

Re: [1.1] Why doesn't the allow_decomposition property work for me?

If Recipe.enabled is set to true, the recipe will be available right from the start, without any research. I deleted the property you indicated, but it didn't work. That's as expected. Recipe.enabled is an optional property. If you don't set an optional property, the game will set it to the default...
by Pi-C
Thu Nov 18, 2021 8:07 am
Forum: Modding help
Topic: [1.1][Solved] Why doesn't the allow_decomposition property work for me?
Replies: 11
Views: 261

Re: [1.1] Why doesn't the allow_decomposition property work for me?

2. The recipe is not blocked by research, as the original does. local Recipe = table.deepcopy( data.raw[ "recipe" ][ Base ] ) -- Copia la receta Recipe.energy_required = Recipe.energy_required * Multiplier Recipe.allow_decomposition = true Recipe.ingredients = { } Recipe.enabled = true Re...
by Pi-C
Mon Nov 15, 2021 1:19 pm
Forum: Questions, reviews and ratings
Topic: Modded Item Not Unlocked
Replies: 6
Views: 154

Re: Modded Item Not Unlocked

The mod is missing a migration to enable the recipe. […] You can name the file whatever you want, it just has to be in the migrations folder and end in '.lua'. In this case, where it's just about applying effects to already researched technologies again, I'd even consider running the code from on_c...
by Pi-C
Sat Nov 13, 2021 2:51 pm
Forum: Modding help
Topic: Problems with LuaEntity.orientation
Replies: 0
Views: 71

Problems with LuaEntity.orientation

LuaEntities have two properties that affect their direction: direction and orientation. The first is rather rough, the other more fine-grained. Only direction can be used with LuaSurface.create_entity. Yesterday, I noticed something peculiar: name = player.character.name position = player.character....
by Pi-C
Tue Nov 09, 2021 9:17 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 204
Views: 88053

Re: [MOD 0.13] Big Bags - more space in your bags

I thought it was only increasing the stack size in my inventory, but it increases it EVERYWHERE! That sucks. If I remove the mod now, will I lose everything above the normal stack size? Sorry, i guess reducing stack size will destroy anything above that limit if factorio isn't handling it itself Ac...
by Pi-C
Sat Nov 06, 2021 9:39 am
Forum: Modding help
Topic: Make machine only work during day time
Replies: 8
Views: 222

Re: Make machine only work during day time

Crafting speed is not setable in the control stage. You can see it's only readable "[R]" in the docs: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.crafting_speed You will have to achieve that mechanic some other way. For example having two entities, where one has a craftin...
by Pi-C
Sat Nov 06, 2021 9:26 am
Forum: Modding help
Topic: Connecting entities by copper wire but not autoconnect to power poles
Replies: 14
Views: 243

Re: Connecting entities by copper wire but not autoconnect to power poles

Update: ghost_pole.connect_neighbour(other_ghost_pole) returns false and no wire appears. At least outside the wire reach. How do I connect 2 entities past their wire reach? Sorry, my mistake. The thing I (wrongly) remembered was from a problem I had with Picker dollies: When one of my base entitie...
by Pi-C
Fri Nov 05, 2021 6:52 pm
Forum: Modding help
Topic: Connecting entities by copper wire but not autoconnect to power poles
Replies: 14
Views: 243

Re: Connecting entities by copper wire but not autoconnect to power poles

But maybe I could avoid that middle pole by providing a tool to connect 2 lonely-power-pole with a copper wire regardless of their distance. I could then set the wire reach of lonely-power-pole to 0 so it doesn't connect with anything automatically. Do you place the two lonely-power-poles per scrip...
by Pi-C
Fri Nov 05, 2021 9:34 am
Forum: Modding help
Topic: Connecting entities by copper wire but not autoconnect to power poles
Replies: 14
Views: 243

Re: Connecting entities by copper wire but not autoconnect to power poles

I was wondering if I can make entities that can be connected by copper wire in some way that the LUA script can trace. Given one entity I need to find connected entities. And because I don't want to end up getting all power poles I don't want any automatic copper wire connections being made. Not su...
by Pi-C
Sun Oct 24, 2021 10:18 am
Forum: Modding help
Topic: How do associated characters work?
Replies: 8
Views: 351

Re: How do associated characters work?

I suspect things would become more clear if I could understand the purpose of associated characters. What are they for? Why might they exist? What process or event associates them with a character? Are they a common occurrence, or rare? Bob's classes and character mod , for example, allows you to c...
by Pi-C
Fri Oct 22, 2021 7:35 am
Forum: Resolved for the next release
Topic: [Oxyd] [1.1.42] Biters make a cuddle pile with me instead of brutally murdering myself and my base
Replies: 5
Views: 666

Re: [Klonan] [1.1.42] Biters make a cuddle pile with me instead of brutally murdering myself and my base

mrvn wrote:
Fri Oct 22, 2021 12:50 am
Did you know there even was a Far Side movie? Myself, I only discovered it rather recently -- even though it's quite old. :-)
by Pi-C
Wed Oct 20, 2021 9:49 am
Forum: Ideas and Requests For Mods
Topic: Request Mod - Alternative Creative
Replies: 9
Views: 352

Re: Request Mod - Alternative Creative

ma3xed wrote:
Wed Oct 20, 2021 7:07 am
kirazy wrote:
Tue Oct 19, 2021 10:23 pm
Pretty sure you can use the creative mod and just disable the instant craft parameter.
Do you think or you know?
creative_mod.png
creative_mod.png (165.59 KiB) Viewed 287 times
It will work if cheat mode is off.
by Pi-C
Sat Oct 16, 2021 7:35 pm
Forum: Modding help
Topic: Problems with game.is_multiplayer()
Replies: 1
Views: 144

Problems with game.is_multiplayer()

Some time ago I got this crash reported on the mod portal: Error ServerMultiplayerManager.cpp:91: MultiplayerManager failed: "The mod Bio Industries (1.1.10) caused a non-recoverable error. Please report this error to the mod author. Error while running event Bio_Industries::on_configuration_ch...
by Pi-C
Sat Oct 16, 2021 12:09 am
Forum: Modding help
Topic: Inserting items into character-corpse
Replies: 2
Views: 124

Re: Inserting items into character-corpse

Silari wrote:
Sat Oct 16, 2021 12:02 am
When you spawn the corpse it takes a parameter that tells it what size you want the inventory to be
Thanks, that should work! It would have been too frustrating if I'd wasted two days' work only to find out that what I wanted to achieve was impossible. :-D
by Pi-C
Fri Oct 15, 2021 11:43 pm
Forum: Modding help
Topic: Inserting items into character-corpse
Replies: 2
Views: 124

Inserting items into character-corpse

If a player has died, we can access the inventory of the character-corpse per script. We can also use surface.create_entity() to spawn a character-corpse, and we can set properties like character_corpse_player_index, character_corpse_tick_of_death, and character_corpse_death_cause to make this corps...
by Pi-C
Sun Oct 10, 2021 5:08 am
Forum: Ideas and Suggestions
Topic: Let spidertron ride a train
Replies: 5
Views: 296

Re: Let spidertron ride a train

You should check out the Vehicle Wagons mod!
by Pi-C
Thu Oct 07, 2021 11:54 pm
Forum: Gameplay Help
Topic: Help needed regarding bus lanes
Replies: 12
Views: 565

Re: Help needed regarding bus lanes

I'm going by lanes of 4, with gaps of 4 in between. Why not 6 belts/4 spaces? It's a bit impractical in the beginning, as yellow undergrounds can only bridge gaps of 4 tiles, but you can improvise until you've got red undergrounds. 2 lanes of iron and 2 lanes of copper are what I plan on. That will...
by Pi-C
Wed Oct 06, 2021 5:35 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 662

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Train still doesn't move until I delete the circuit condition. (Again, no wires connected to Train stop) Interesting. Seems I have to revise my earlier statement: So if you set the condition to "RED == 0", it will always be true if the signal is not connected, as well as if the signal is ...
by Pi-C
Wed Oct 06, 2021 3:35 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 662

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Rather than trying to re-explain or try to poke holes in your explanation, let me start by just asking a simple question - if the stop is not wired up at all (no combinators, signals, or wires connected to the train stop), will it still proceed after 30 seconds? Yes, you must hook up the signal to ...

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