Search found 25 matches
- Thu May 12, 2022 2:35 am
- Forum: Modding help
- Topic: negative bonus from research
- Replies: 4
- Views: 1425
Re: negative bonus from research
second question is there a way to effect A: the amount of energy per shot OR B: energy input rate via upgrades? I'm not sure what the effect would be of it, my scripting skill is next to none :/
- Thu May 12, 2022 2:27 am
- Forum: Modding help
- Topic: negative bonus from research
- Replies: 4
- Views: 1425
Re: negative bonus from research
aww, copy that, thanks i will just rebalence around that 

- Wed May 11, 2022 9:30 pm
- Forum: Modding help
- Topic: negative bonus from research
- Replies: 4
- Views: 1425
negative bonus from research
I know it seems crazy but I am trying to have a research slow attack speed while increasing damage for my unique towers I am making, it shows in game but the speed is having no effect, am i missing something or do i have to do this another way? and yes tower uses a unique ammo/damage type ...
- Mon Sep 27, 2021 4:19 pm
- Forum: Modding help
- Topic: [Solved] 1.1 draw_as_light, draw_as_glow, draw_as_sprite
- Replies: 11
- Views: 4522
Re: [Solved] 1.1 draw_as_light, draw_as_glow, draw_as_sprite
ive tried draw as light and glow and got no difference...
- Mon Sep 27, 2021 4:18 pm
- Forum: Modding help
- Topic: [Solved] 1.1 draw_as_light, draw_as_glow, draw_as_sprite
- Replies: 11
- Views: 4522
Re: [Solved] 1.1 draw_as_light, draw_as_glow, draw_as_sprite
is there a simple way with the new system to have a static entity(no-animations like a pole) to emit a soft glow/light? tring to make a building emit a small glow/light but im not getting any results:
{
type = "electric-pole",
name = "pylon1",
icon = "__Pylons__/icons/SP1.png",
icon_size ...
{
type = "electric-pole",
name = "pylon1",
icon = "__Pylons__/icons/SP1.png",
icon_size ...
- Mon Sep 27, 2021 3:32 pm
- Forum: Modding help
- Topic: [Solved] Need help with Layered entities
- Replies: 19
- Views: 6903
Re: [Solved] Need help with Layered entities
is it on the portal or is it private, i really wanna check it out(even if its not updated)
- Mon Apr 05, 2021 4:00 pm
- Forum: Modding help
- Topic: Adding lighting to an entity in 1.1.30+
- Replies: 1
- Views: 1153
Adding lighting to an entity in 1.1.30+
just wondering how i can add lighting/glow effects to entities... my old methods don't seem to work in the current version anymore :(
in entity.dat:
glow_size = 3,
glow_color_intensity = 3,
glow_render_mode = "multiplicative",
light_when_colored = {intensity = 3, size = 3, color = {r=0.4, g=0 ...
in entity.dat:
glow_size = 3,
glow_color_intensity = 3,
glow_render_mode = "multiplicative",
light_when_colored = {intensity = 3, size = 3, color = {r=0.4, g=0 ...
- Mon Apr 05, 2021 3:49 pm
- Forum: Reika's Mods
- Topic: Oreverhaul - Much more control over oregen and related progression
- Replies: 6
- Views: 5646
Re: Oreverhaul - Much more control over oregen and related progression
that would be amazing, i loved using this mod...
- Tue Dec 01, 2020 5:27 am
- Forum: Modding help
- Topic: Need help replacing a recipie
- Replies: 8
- Views: 2888
Re: Need help replacing a recipie
aw, learning a little more each day im figuring this out... thanks...
- Tue Dec 01, 2020 3:25 am
- Forum: Modding help
- Topic: Need help replacing a recipie
- Replies: 8
- Views: 2888
Re: Need help replacing a recipie
CURRENT WIP: help appreciated...
script.on_event(defines.events.on_research_finished, function(event)
if event.research.name == "deep-mine-MKX1" then
local force = event.research.force
force.recipes["deep-minig-5"].enabled = false
end
end)
script.on_event(defines.events.on_research_finished ...
script.on_event(defines.events.on_research_finished, function(event)
if event.research.name == "deep-mine-MKX1" then
local force = event.research.force
force.recipes["deep-minig-5"].enabled = false
end
end)
script.on_event(defines.events.on_research_finished ...
- Tue Dec 01, 2020 3:18 am
- Forum: Modding help
- Topic: Need help replacing a recipie
- Replies: 8
- Views: 2888
Re: Need help replacing a recipie
HMM, it appears it does not like me...
- Tue Dec 01, 2020 1:34 am
- Forum: Modding help
- Topic: Need help replacing a recipie
- Replies: 8
- Views: 2888
Re: Need help replacing a recipie
omg thank you
if i hit another snag i will ask here... working on an inf tech for my deep mines atm
https://mods.factorio.com/user/demongo1154

https://mods.factorio.com/user/demongo1154
- Mon Nov 23, 2020 9:07 pm
- Forum: Modding help
- Topic: Need help replacing a recipie
- Replies: 8
- Views: 2888
Need help replacing a recipie
i have a mod that adds various levels or deepmining, and i want to replace old mining recipes with new researched ones.
script.on_event(defines.events.on_research_finished, function(event)
if event.research.name == "deep-mine-MKX1" then
data.raw.recipe."deep-mining-5".enabled = false
end
end)
script.on_event(defines.events.on_research_finished, function(event)
if event.research.name == "deep-mine-MKX1" then
data.raw.recipe."deep-mining-5".enabled = false
end
end)
- Mon Nov 23, 2020 8:18 pm
- Forum: Modding interface requests
- Topic: Custom Research Effects For Entities
- Replies: 13
- Views: 4708
Re: Custom Research Effects For Entities
yeah im trying to make inf research techs to improve on my deepmine mod for mega late game but im hitting this same issue...
https://mods.factorio.com/mod/DeepMineALT/discussion
trying to add a inf tech to improve my deepmines productivity... but due to the way mine is done the beacon method the ...
https://mods.factorio.com/mod/DeepMineALT/discussion
trying to add a inf tech to improve my deepmines productivity... but due to the way mine is done the beacon method the ...
- Tue Jul 28, 2020 4:12 am
- Forum: Modding help
- Topic: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
- Replies: 12
- Views: 4732
Re: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
I'm safe to say SOLVED at this point 

- Tue Jul 28, 2020 4:11 am
- Forum: Modding help
- Topic: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
- Replies: 12
- Views: 4732
Re: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
SOLVED!!! THANKS DaveMcW...
data:extend({
{
type = "recipe-category",
name = "deep-mining-a"
},
{
type = "recipe-category",
name = "deep-mining-b"
},
{
type = "recipe-category",
name = "deep-mining-c"
},
{
type = "recipe-category",
name = "deep-mining-d"
},
-- deep minning recipies ...
data:extend({
{
type = "recipe-category",
name = "deep-mining-a"
},
{
type = "recipe-category",
name = "deep-mining-b"
},
{
type = "recipe-category",
name = "deep-mining-c"
},
{
type = "recipe-category",
name = "deep-mining-d"
},
-- deep minning recipies ...
- Tue Jul 28, 2020 2:53 am
- Forum: Modding help
- Topic: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
- Replies: 12
- Views: 4732
Re: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
still same error... i even formatted the results the same as in the wiki...
data:extend({
{
type = "recipe-category",
name = "deep-mining"
},
-- deep minning recipies for ores.
{
type = "recipe",
name = "deep-mining-1",
category = "deep-mining",
enabled = false,
hidden = false,
icon ...
data:extend({
{
type = "recipe-category",
name = "deep-mining"
},
-- deep minning recipies for ores.
{
type = "recipe",
name = "deep-mining-1",
category = "deep-mining",
enabled = false,
hidden = false,
icon ...
- Tue Jul 28, 2020 2:13 am
- Forum: Modding help
- Topic: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
- Replies: 12
- Views: 4732
Re: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
hmm, this is being very annoying buy i am determined to solve it...
- Mon Jul 27, 2020 4:58 pm
- Forum: Modding help
- Topic: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
- Replies: 12
- Views: 4732
Re: error help: Difficulty normal: Value must be a string in property tree at ROOT.recipe
still same msg :/
i only have this mod enabled for simplification atm untill i can get this working...- Mon Jul 27, 2020 4:45 am
- Forum: Modding help
- Topic: CRASH value must be dictionary in property tree at root
- Replies: 25
- Views: 9467
Re: CRASH value must be dictionary in property tree at root
sadly i am dealing with this error as well:
viewtopic.php?f=25&t=86974
viewtopic.php?f=25&t=86974