Search found 76 matches
- Fri Sep 04, 2020 4:51 am
- Forum: Modding help
- Topic: Adding Features to The Game
- Replies: 2
- Views: 664
Re: Adding Features to The Game
I suggest you take a look at the huge variety of existing mods--nearly anything is possible! Just about any stat or entity can be altered. But some things cause major performance problems when done in LUA mods, or cause conflicts with other mods, so they are discouraged. The modding tutorials and L...
- Mon Aug 31, 2020 3:32 am
- Forum: Modding help
- Topic: Adding Features to The Game
- Replies: 2
- Views: 664
Adding Features to The Game
Hi all Now i don't know how much you can add to the game regarding features,what i mean by that is like adding an RGB sliders(like the one used to change the character color)to make it control the color of entity or GUI or even change the slider look.Can you add a new system to the game,let's say fo...
- Thu Aug 13, 2020 5:31 am
- Forum: Modding help
- Topic: Multiple questions regarding items and categories
- Replies: 7
- Views: 1216
Re: Multiple questions regarding items and categories
So i voided the items and that didn't work,seems you can't really remove an item but only move it from one category into another.is there a way to truly remove the category aside from using data.raw["recipe-category"]["category name"] = nil.
- Tue Aug 11, 2020 7:44 pm
- Forum: Modding help
- Topic: Multiple questions regarding items and categories
- Replies: 7
- Views: 1216
- Tue Aug 11, 2020 4:15 pm
- Forum: Modding help
- Topic: Multiple questions regarding items and categories
- Replies: 7
- Views: 1216
Re: Multiple questions regarding items and categories
1. You missed the last word of this error message. It tells you which property is causing the error. 2. Yes, each machine can have its own crafting_categories . You need to put the recipe in a unique recipe-category and remove it from all the others. 3. data.raw["recipe-category"]["s...
- Mon Aug 10, 2020 6:34 pm
- Forum: Modding help
- Topic: Multiple questions regarding items and categories
- Replies: 7
- Views: 1216
Re: Multiple questions regarding items and categories
Problem solved,thanks for the help
- Mon Aug 10, 2020 10:46 am
- Forum: Modding help
- Topic: Multiple questions regarding items and categories
- Replies: 7
- Views: 1216
Re: Multiple questions regarding items and categories
1. You missed the last word of this error message. It tells you which property is causing the error. 2. Yes, each machine can have its own crafting_categories . You need to put the recipe in a unique recipe-category and remove it from all the others. 3. data.raw["recipe-category"]["s...
- Mon Aug 10, 2020 7:12 am
- Forum: Modding help
- Topic: Multiple questions regarding items and categories
- Replies: 7
- Views: 1216
Multiple questions regarding items and categories
Hi all First question: While i'm trying to assign an item that can be crafted via certain entity i got this message Difficulty normal: Value must be a string in property tree at ROOT now i don't know if i misunderstood that message,but according to the recipe prototype page normal and expensive see...
- Thu Jul 30, 2020 9:00 pm
- Forum: Modding help
- Topic: Dealing With Sprites
- Replies: 4
- Views: 1740
Re: Dealing With Sprites
Great questions! Let me try and answer them for you. collision_box = {{-1.2, -1.2}, {1.2, 1.2}}, -- i'm going to assume those numbers represent x,y of entity?if not how to determine them based on my entity? The normal lab entity size is 3x3. What this is saying, that the collision box is 2.4 by 2.4...
- Thu Jul 30, 2020 5:49 am
- Forum: Modding help
- Topic: Dealing With Sprites
- Replies: 4
- Views: 1740
Re: Dealing With Sprites
Some other variables you might want to look at are collision_box, selection_box. Does the spirite have animation? If it does, then there should be a frame_count and line_length, as well as the frame_count to define the number of frames for the animation. shift will allow you to move the sprite up o...
- Tue Jul 28, 2020 6:49 am
- Forum: Modding help
- Topic: Dealing With Sprites
- Replies: 4
- Views: 1740
Dealing With Sprites
Hi all The given sprite rectangle is outside the actual sprite size that's the message that appeared when i've finished my first entity in the game the question here how to identify the correlation between numbers;in image i'm dealing with 3 numbers: height,width and resolution,in Factorio it gave ...
- Sat Jul 18, 2020 5:26 am
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 2604
Re: Remove Vanilla Ores
All of the above recommendations are great. Here is one more. Take a look at what what other mod authors do in their mods, particulary look at how they code their mods. I say this because, to see how an existing mod performs a specific task, and how it works can be a great way to learn new way to d...
- Fri Jul 17, 2020 10:27 am
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 2604
Re: Remove Vanilla Ores
Here's the function I use, it removes it from all the autoplace controls and then removes the resource itself: local function RemoveResource(resource, fromResourceList) local map_gen_presets = data.raw["map-gen-presets"]["default"] data.raw["autoplace-control"][resourc...
- Fri Jul 10, 2020 12:05 pm
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 2604
Re: Remove Vanilla Ores
the first one has no effect; the ore on map generator still there and in game still there
the second one gave me this error :Error in assignID: autoplace-control with name 'iron-ore' does not exist. It was removed by my mod
the third one(presets) has no effect same as the first line
the second one gave me this error :Error in assignID: autoplace-control with name 'iron-ore' does not exist. It was removed by my mod
the third one(presets) has no effect same as the first line
- Fri Jul 10, 2020 10:46 am
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 2604
Re: Remove Vanilla Ores
So i've tried that and it removed the ores in-game but in map settings or while in map editing they're still there.is there a way to remove all of that as well?
- Fri Jul 10, 2020 5:22 am
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 2604
Remove Vanilla Ores
Hi all
So i'm trying to make mod that has ores but i need to remove the vanilla related ores like iron ,copper etc,however i don't know from where should i start to able to do that.Any help would be appreciated.
So i'm trying to make mod that has ores but i need to remove the vanilla related ores like iron ,copper etc,however i don't know from where should i start to able to do that.Any help would be appreciated.