Search found 76 matches

by Suf
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...
by Suf
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...
by Suf
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.
by Suf
Tue Aug 11, 2020 7:44 pm
Forum: Modding help
Topic: Multiple questions regarding items and categories
Replies: 7
Views: 1216

Re: Multiple questions regarding items and categories

DaveMcW wrote: ↑
Tue Aug 11, 2020 5:24 pm
You also have to remove it from every recipe and furnace. It might be better to just do that and let the recipe-category still exist.
Can i void the items instead? i'm assuming it would be the same result.
by Suf
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...
by Suf
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 ;)
by Suf
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...
by Suf
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...
by Suf
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...
by Suf
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...
by Suf
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 ...
by Suf
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...
by Suf
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...
by Suf
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
by Suf
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?
by Suf
Fri Jul 10, 2020 5:22 am
Forum: Modding help
Topic: Remove Vanilla Ores
Replies: 9
Views: 2604

Remove Vanilla Ores

Hi all :D
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.

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