Search found 14 matches
- Wed Aug 14, 2013 1:38 pm
- Forum: Mods
- Topic: [MOD 0.6.x] MoreItems Mod
- Replies: 4
- Views: 8659
Re: MoreItems Mod
Looks like it should be tried out. ... Sorry for this off-topic, but when I read that with the fruits, my first thought was a cocktail-mixer mod. Which is not that bad as it sounds at the first glance. :) I like the idea, because there are so many cocktails and so many ingredients. I imagine a bar,...
- Tue Aug 13, 2013 10:44 pm
- Forum: Mods
- Topic: [MOD 0.6.x] MoreItems Mod
- Replies: 4
- Views: 8659
[MOD 0.6.x] MoreItems Mod
Hello Factorio players, here i want to show you my first factorio mod. This is my first mod and i hope you like the idea. I made some more opportunities to craft because Factorio makes more fun with them. The Mod is not finished yet but i can show you some screenshots and informations. I made new pl...
- Mon Aug 12, 2013 8:49 pm
- Forum: Mods
- Topic: Recycling mod -works now - still need some lua help
- Replies: 2
- Views: 6201
Re: Recycling mod -need some lua help
Ok I finished this on my own: This is my recycling mod. You can dump almost any item in a furnace and you will receive the most common basic item back. Some problems: Items that use over the stacksize only give the stacksize, for example underground express belts. Also things that use less then a f...
- Wed Aug 07, 2013 11:01 am
- Forum: Modding help
- Topic: New types and recipes?
- Replies: 7
- Views: 5437
Re: New types and recipes?
It is depends on the crating category in the recipe/entity data. I suggest to look into my treefarm-mod code, the base mod might be a bit confusing because of the size. In my code you can see how to assign recipes to existing categories, how to add new categories and how to assign new categories to...
- Wed Aug 07, 2013 9:36 am
- Forum: Modding help
- Topic: New types and recipes?
- Replies: 7
- Views: 5437
Re: New types and recipes?
I dont know off the top of my head, but a lot of these questions can be answered by looking at the base game code. Essentially all items in the game are added in the form of mods, so if you look at how the base game items do it, you can do it yourself. look here for the base mod: <install directory...
- Wed Aug 07, 2013 8:48 am
- Forum: Modding help
- Topic: New types and recipes?
- Replies: 7
- Views: 5437
Re: New types and recipes?
And how can i specify selfmate items as smelting stuff?zer0t3ch wrote:If your selfmade furnace is specified as a furnace in the code, then it will automatically do all smelting stuff.
- Tue Aug 06, 2013 11:45 pm
- Forum: Modding help
- Topic: New types and recipes?
- Replies: 7
- Views: 5437
New types and recipes?
Hi, i have three questions about modding... The first is, how can i add new "Types" like furnace or assembling-machine? The second is, how can i add new recipes to the stone-furnace? And the third is, how can i add my own recipes to my selfmade furnace? I need all of them for my mod (: Tha...
- Mon Aug 05, 2013 12:17 pm
- Forum: Modding help
- Topic: Custom furnace recipes smelting so fast D:
- Replies: 2
- Views: 3246
Re: Custom furnace recipes smelting so fast D:
(im using the stone furnace, no custom furnace) Do you edit the recipe in the base mod? Because i need to add some recipes to the stone-furnace but the new recipes should be in my own mod and not in the base mod. I found a command in the demo-entities.lua from the stone-furnace. smelting_speed = 1 ...
- Sun Aug 04, 2013 9:37 pm
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8441
Re: How can i add new items?
Thanks, Thanks, Thanksdrs9999 wrote:Actually I think that the following is counterproductive in terms of learning how to mod, but you are lucky that I have to learn for exams, but do not want to
So here is a working example:
And now i try the rest by myself (:
- Sun Aug 04, 2013 7:47 pm
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8441
Re: How can i add new items?
As an example the *.lua file in the entity folder should look like this: data:extend( { { type = "assembling-machine", name = "electric-pulverizor", icon = "__Moreitems__/graphics/icons/electric-pulverizor.png", flags = {"placeable-neutral","player-creat...
- Sun Aug 04, 2013 2:26 pm
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8441
Re: How can i add new items?
Nice to see a new modder here. For newbies I highly recommend to look into the data/base folder. It is the perfect place to see how things can/have to be done and to become familiar with the data structure. I had just a quick view, but there are several bugs in your files. E.g missing data:extend, ...
- Sun Aug 04, 2013 12:04 pm
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8441
Re: How can i add new items?
Are you using the Factorio version that matches the tutorial you were following? (v0.3/0.4 I think?) Or at least the Factorio version that matches the version of TreeFarm mod you were looking at? **EDIT Just looked at the RAR, and your folder structure looks wrong. Look at treefarm mod for referenc...
- Sun Aug 04, 2013 2:11 am
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8441
Re: How can i add new items?
Are you using the Factorio version that matches the tutorial you were following? (v0.3/0.4 I think?) Or at least the Factorio version that matches the version of TreeFarm mod you were looking at? **EDIT Just looked at the RAR, and your folder structure looks wrong. Look at treefarm mod for referenc...
- Sat Aug 03, 2013 11:38 pm
- Forum: Modding help
- Topic: How can i add new items?
- Replies: 10
- Views: 8441
How can i add new items?
Hello Factorio players (: I try to make a mod and the first item i want to add is a pulverizor. It should work with electric and should use the gui from the normal stone-furnace. I made the entity,the icon and some lua scripts but something went wrong. I did read https://forums.factorio.com/forum/vi...