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by DRY411S
Sat Jun 11, 2016 6:08 pm
Forum: Modding help
Topic: [SOLVED] Starting items
Replies: 4
Views: 2763

Re: Starting items

I'd recommend taking a look at 'Spawn Gear' mod which changes what you start with.

Spawn Gear
by DRY411S
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.
by DRY411S
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:...
by DRY411S
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?
by DRY411S
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...
by DRY411S
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...
by DRY411S
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...
by DRY411S
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.
by DRY411S
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...
by DRY411S
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...
by DRY411S
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
by DRY411S
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.
by DRY411S
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.
by DRY411S
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 ...
by DRY411S
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. :)
recycledrocketsilougly.PNG
recycledrocketsilougly.PNG (306.15 KiB) Viewed 2175 times
by DRY411S
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...
by DRY411S
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...
by DRY411S
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...
by DRY411S
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...
by DRY411S
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

DaveMcW wrote:If you are doing this for every recipe in the game, it may be faster to build your own lookup table.
Yes, I'm looking at that now. It needs to built dynamically at the top of my code.

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