I'd recommend taking a look at 'Spawn Gear' mod which changes what you start with.
Spawn Gear
Search found 727 matches
- Sat Jun 11, 2016 6:08 pm
- Forum: Modding help
- Topic: [SOLVED] Starting items
- Replies: 4
- Views: 2763
- Sat Jun 11, 2016 4:18 pm
- Forum: MoMods
- Topic: (0.13.4) MoPack -MoMod Pack
- Replies: 6
- Views: 16900
Re: (0.12.20) MoPack -MoMod Pack
I've downloaded today and the zip appears to include only motrans, mopower and mocombat. There are no version numbers on the mod folders.
- Sat Jun 11, 2016 3:35 pm
- Forum: Modding discussion
- Topic: What most popular mods add new recipes?
- Replies: 6
- Views: 1979
Re: What most popular mods add new recipes?
Do you reverse everything that is crafted in an "assembly machine type"? Or just in the entity named assembly machine? Everything in recipe category 'crafting' 'advanced-crafting' 'crafting-with-fluid' and no category (which is assumed to be 'crafting') and batteries. :) Mod is at: https:...
- Sat Jun 11, 2016 11:03 am
- Forum: Modding discussion
- Topic: What most popular mods add new recipes?
- Replies: 6
- Views: 1979
What most popular mods add new recipes?
I need to test my Recycling Mod with the most popular mods that have things in them that can be crafted in assembly machines.
Bob's Mods is done
DyTech I am doing now.
What else should I be doing?
Bob's Mods is done
DyTech I am doing now.
What else should I be doing?
- Sat Jun 11, 2016 10:53 am
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 39113
Re: [ALPHA for 0.12]Recycling Machines
This is now upgraded to v0.12.3. It's probably good to go as a release now, but I'm going to wait for 0.13 for my first 'proper' release. Based on feedback, it now accepts Ammo and Capsules for recycling, and recycles at 100% 'yield'. The major changes are for the menu interface and Mod support. The...
- Thu Jun 09, 2016 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Possible recipes in different menu.
- Replies: 9
- Views: 2780
Disable non-craftable recipes from player's crafting menu
I'd like to be able to specify that I definitely want non-craftable recipes to be omitted from the player's crafting menu. This could be at any of the item-group (whole tab), item-subgroup (section within a tab), recipe-category (across item-group and item-subgroup) or individual recipes. This is to...
- Thu Jun 09, 2016 11:55 am
- Forum: Modding help
- Topic: Checking if a file exists or is installed
- Replies: 0
- Views: 545
Checking if a file exists or is installed
I want to assign an icon to an item-group that I am creating dynamically in my code. The logic is this: Current item-group icon is __modname__/... Do I have an icon for this mod in my mods graphics folder? It would be __mymod__/modname/... If I do, use it otherwise use a default. I want to check for...
- Thu Jun 09, 2016 11:38 am
- Forum: Modding help
- Topic: A recipe category that a player cannot craft
- Replies: 5
- Views: 1966
Re: A recipe category that a player cannot craft
I guess. But it's really cluttering the players crafting menu when I have a 'reverse' tab for every tab that is already present. With Bob's mods installed, that's a heck of a lot of tabs.
- Thu Jun 09, 2016 11:07 am
- Forum: Modding help
- Topic: A recipe category that a player cannot craft
- Replies: 5
- Views: 1966
Re: A recipe category that a player cannot craft
My 'Reverse recipe' for my recycling machines all are assigned to a category that my recycling machines can craft. That I understand and it all works perfectly. The recipes can only be crafted in the recycling machines. So why do they appear in the players crafting menu, when the player cannot craft...
- Wed Jun 08, 2016 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pending] Crafting Menu/Recipe Issues
- Replies: 6
- Views: 3676
Re: [Pending] Crafting Menu/Recipe Issues
I'm sorry to ask for clarification about coding in my bug report, but I don't understand your explanation. My mod creates some recipe-categories Some recycling machine entities Some item-groups Some item-subgroups Some recipes The entities that I create include a definition of which recipe-categorie...
- Wed Jun 08, 2016 6:10 pm
- Forum: Modding help
- Topic: A recipe category that a player cannot craft
- Replies: 5
- Views: 1966
A recipe category that a player cannot craft
In a bug report I made, I've been told that it is possible to have a recipe category that can only appear in a 'machine' not the player's crafting menu (when you press the 'E' key).
Can anybody help me with how I do this please?
The bug report where I was told this, is at this link
Can anybody help me with how I do this please?
The bug report where I was told this, is at this link
- Wed Jun 08, 2016 5:13 pm
- Forum: Modding help
- Topic: Can we edit the position of the progress bar?
- Replies: 1
- Views: 617
Can we edit the position of the progress bar?
If you create a large number of outputs in an assembling machine, this happens with the progress bar.
viewtopic.php?f=25&t=26182#p166744
Is the protype definition editable anywhere to change the position of that bar? There's nothing obvious I can see.
viewtopic.php?f=25&t=26182#p166744
Is the protype definition editable anywhere to change the position of that bar? There's nothing obvious I can see.
- Wed Jun 08, 2016 7:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Pending] Crafting Menu/Recipe Issues
- Replies: 6
- Views: 3676
Re: [Pending] Crafting Menu/Recipe Issues
Thank you for looking at this.
Regarding #1 are you saying that I could put my recipes in a category that would not appear in the players crafting menu, but would appear in an assembling machine? If so, could you tell me the category type please.
Regarding #1 are you saying that I could put my recipes in a category that would not appear in the players crafting menu, but would appear in an assembling machine? If so, could you tell me the category type please.
- Tue Jun 07, 2016 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pending] Crafting Menu/Recipe Issues
- Replies: 6
- Views: 3676
Re: [Pending] Crafting Menu/Recipe Issues
Upload attached. Test script for bug #1 Start up Factorio with mod installed and test mode mod Generate a map Enable test mode Check the player's crafting menu by pressing 'E' (no recycling icon) Research automation Check the player's crafting menu by pressing 'E' .Now there are duplicate icons for ...
- Tue Jun 07, 2016 6:45 pm
- Forum: Modding help
- Topic: [SOLVED] Machine outputs more than 1 stack full
- Replies: 5
- Views: 2242
Re: Machine outputs more than 1 stack full
Fixed, but very ugly.
- Tue Jun 07, 2016 6:38 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Fracktorio
- Replies: 2
- Views: 1175
[Idea] Fracktorio
Somebody has to make this, just because of the name. :) Place well on a field of shale 'ore' Pump water, a chemical reagent (acid?) and a solid (sand?) into the well (based on chemical plant entity) Output a liquid that has to be treated in a chemical plant to produce polluted water and a fluid (gas...
- Tue Jun 07, 2016 6:05 pm
- Forum: Modding help
- Topic: Find a type based on a name
- Replies: 10
- Views: 2526
Re: Find a type based on a name
My brute foce... -- If the result amounts are greater than the stack_size we need to limit output to stack_size -- newrow contains type (item or fluid), count, and name local stack_size = nil for _,group in pairs(data.raw) do for _,nextitem in pairs(group) do if nextitem.name == newrow.name then sta...
- Tue Jun 07, 2016 3:18 pm
- Forum: Modding help
- Topic: Find a type based on a name
- Replies: 10
- Views: 2526
Re: Find a type based on a name
Thanks for sharing, I have something that dynamically looks for all types. it's probably overkill but as it's in the data loading phase I'm relaxed about the time it might take. How safe is it though to hard code the types likeyou have? I was doing this at first, but I was thinking that modders/ dev...
- Tue Jun 07, 2016 12:28 pm
- Forum: Modding help
- Topic: Find a type based on a name
- Replies: 10
- Views: 2526
Re: Find a type based on a name
I think I mentioned it before but... look at the item-functions.lua file in my library mod. there are 2 functions in that file, get_item_type and get_basic_item_type. For a recipe though, it basically expects to only ever see type="fluid" or type="item", if you use a tool, and u...
- Tue Jun 07, 2016 12:21 pm
- Forum: Modding help
- Topic: Find a type based on a name
- Replies: 10
- Views: 2526
Re: Find a type based on a name
Yes, I'm looking at that now. It needs to built dynamically at the top of my code.DaveMcW wrote:If you are doing this for every recipe in the game, it may be faster to build your own lookup table.