Search found 123 matches
- Mon Apr 04, 2022 11:57 am
- Forum: Modding help
- Topic: LuaRecipePrototype.hidden_from_player_crafting
- Replies: 7
- Views: 333
Re: LuaRecipePrototype.hidden_from_player_crafting
The very next line is "hide_from_player_crafting". This is the name in the data stage, when it is writable. In the control stage it becomes "hidden_from_player_crafting", when it is read-only. https://wiki.factorio.com/Prototype/Recipe#hide_from_player_crafting My God, I finally...
- Mon Apr 04, 2022 11:38 am
- Forum: Modding help
- Topic: LuaRecipePrototype.hidden_from_player_crafting
- Replies: 7
- Views: 333
Re: LuaRecipePrototype.hidden_from_player_crafting
If I set hidden = true, it will not be displayed in the machine. I just want to hide it from the player, and the machine can chooserobot256 wrote: ↑Mon Apr 04, 2022 11:28 amYou must set the recipe to be hidden when the prototype is defined in the Data stage. It cannot be changed at runtime.
https://wiki.factorio.com/Prototype/Recipe
- Mon Apr 04, 2022 11:18 am
- Forum: Modding help
- Topic: LuaRecipePrototype.hidden_from_player_crafting
- Replies: 7
- Views: 333
Re: LuaRecipePrototype.hidden_from_player_crafting
How can I hide it?
- Mon Apr 04, 2022 10:28 am
- Forum: Modding help
- Topic: I want "electric furnace" to manually select the recipe
- Replies: 3
- Views: 202
Re: I want "electric furnace" to manually select the recipe
I want "electric furnace" to manually select the formula like an assembly machine. Where should I modify it? thank you Just create the assembling machine with furnace's recipe category "smelting". https://wiki.factorio.com/Prototype/RecipeCategory https://wiki.factorio.com/Data....
- Mon Apr 04, 2022 10:01 am
- Forum: Modding help
- Topic: I want "electric furnace" to manually select the recipe
- Replies: 3
- Views: 202
I want "electric furnace" to manually select the recipe
I want "electric furnace" to manually select the formula like an assembly machine. Where should I modify it?
thank you
thank you
- Sun Apr 03, 2022 2:41 am
- Forum: Modding help
- Topic: Can you realize the dynamic conversion of formula
- Replies: 4
- Views: 400
Re: Can you realize the dynamic conversion of formula
No, not with a recipe. But you can do it with a unique furnace for each output. data:extend{ { type = "recipe-category", name = "transformation-iron-ore", }, { type = "recipe-category", name = "transformation-copper-ore", }, { type = "recipe", name ...
- Sun Apr 03, 2022 12:34 am
- Forum: Modding help
- Topic: Can you realize the dynamic conversion of formula
- Replies: 4
- Views: 400
Can you realize the dynamic conversion of formula
I want to realize the mutual conversion between minerals without adding intermediate items. My idea is as follows: After I manually select the output items, the input raw materials are variable, and I may not be able to express them clearly. Use the following script to give an example: data:extend( ...
- Wed Mar 30, 2022 11:15 am
- Forum: Modding help
- Topic: Which file is the GUI setting of the "linked chest" in?
- Replies: 3
- Views: 292
Re: Which file is the GUI setting of the "linked chest" in?
Mods generally can't modify core vanilla GUIs outside of the entity API properties that govern the GUI. Mods can add sidebars to a particular entity GUI, or instantly close the entity GUI and open a separate mod GUI in its place. thank you In fact, I just want to find the original script, see how i...
- Tue Mar 29, 2022 1:01 pm
- Forum: Modding help
- Topic: Which file is the GUI setting of the "linked chest" in?
- Replies: 3
- Views: 292
Which file is the GUI setting of the "linked chest" in?
I want to modify the GUI of "linked chest", but I haven't found the file. Where is it?
- Mon Mar 21, 2022 1:22 pm
- Forum: Outdated/Not implemented
- Topic: Can the limit of maximum 64 connection distance of poles be lifted
- Replies: 30
- Views: 1848
Re: It is suggested to change the maximum connection distance limit of electric poles to 128
Now it's 2022. Most people's computer configuration is very high. We can't measure the game by the standards of a few years ago. It's time to relax the restrictions appropriately




- Mon Mar 21, 2022 1:09 pm
- Forum: Outdated/Not implemented
- Topic: Can the limit of maximum 64 connection distance of poles be lifted
- Replies: 30
- Views: 1848
It is suggested to change the maximum connection distance limit of electric poles to 128
Normally, "maximum_wire_distance" should be twice as much as "supply_area_distance" (maximum_wire_distance = supply_area_distance * 2), because if both values are set to 64, half of the areas will overlap.
Sorry to bring up the old story again, because I just don't like poles
Sorry to bring up the old story again, because I just don't like poles
- Sun Mar 20, 2022 10:46 am
- Forum: Modding help
- Topic: After the administrator changes a setting, how to make it effective for everyone immediately?
- Replies: 5
- Views: 690
Re: After the administrator changes a setting, how to make it effective for everyone immediately?
No one to help? This is very important to me. I have solved the first problem. I want to test whether the current game is a "stand-alone game" or a "multiplayer game". Who can tell me? Thank you https://lua-api.factorio.com/next/LuaGameScript.html#LuaGameScript.is_multiplayer sh...
- Sun Mar 20, 2022 10:46 am
- Forum: Modding help
- Topic: After the administrator changes a setting, how to make it effective for everyone immediately?
- Replies: 5
- Views: 690
Re: After the administrator changes a setting, how to make it effective for everyone immediately?
script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) if event.setting ~= "running_speed_modifier" then return end for _, player in pairs(game.players) do player.character_running_speed_modifier = settings.global["running_speed_modifier"].value end end) ...
- Sun Mar 20, 2022 8:08 am
- Forum: Modding help
- Topic: After the administrator changes a setting, how to make it effective for everyone immediately?
- Replies: 5
- Views: 690
Re: After the administrator changes a setting, how to make it effective for everyone immediately?
No one to help? This is very important to me. I have solved the first problem. I want to test whether the current game is a "stand-alone game" or a "multiplayer game". Who can tell me? Thank you
- Sun Mar 20, 2022 1:03 am
- Forum: Modding help
- Topic: After the administrator changes a setting, how to make it effective for everyone immediately?
- Replies: 5
- Views: 690
After the administrator changes a setting, how to make it effective for everyone immediately?
My script is written like this: script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) local player = game.players[event.player_index] layer.character_running_speed_modifier = settings.global["running_speed_modifier"].value end) But I found that after the modificati...
- Sat Mar 19, 2022 6:18 am
- Forum: Modding help
- Topic: How can I get the zoom ratio of the current screen?
- Replies: 3
- Views: 443
Re: How can I get the zoom ratio of the current screen?
I want to add a screen zoom function, but it seems that "player. Zoom" only supports writing, but does not support reading. Is there a way to obtain the current zoom ratio? Because only in this way can smooth scaling be achieved I've tried to record with variables, but if the player adjus...
- Fri Mar 18, 2022 12:14 pm
- Forum: Modding help
- Topic: How can I get the zoom ratio of the current screen?
- Replies: 3
- Views: 443
How can I get the zoom ratio of the current screen?
I want to add a screen zoom function, but it seems that "player. Zoom" only supports writing, but does not support reading. Is there a way to obtain the current zoom ratio? Because only in this way can smooth scaling be achieved I've tried to record with variables, but if the player adjust...
- Thu Mar 17, 2022 5:24 pm
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 1259
Re: Help, game error - no character
function character_init(event) local player = game.players[event.player_index] if player.character then player.character_running_speed_modifier = running_speed_modifier ......... end end Seems like you can keep it as simple as this: remote.add_interface("your_interface_name", { on_charact...
- Thu Mar 17, 2022 3:16 pm
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 1259
Re: Help, game error - no character
function character_init(event)
local player = game.players[event.player_index]
if player.character then
player.character_running_speed_modifier = running_speed_modifier
.........
end
end
- Thu Mar 17, 2022 3:13 pm
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 1259
Re: Help, game error - no character
When using "jetpack" of "Se", the bonus of some character attributes will disappear. What is the way to reload my configuration when using "jetpack" and what script should be added? Your bonuses will disappear because the character will disappear. Jetpack can't magical...