Search found 727 matches

by DRY411S
Tue Jun 07, 2016 6:33 am
Forum: Modding help
Topic: Find a type based on a name
Replies: 10
Views: 2523

Re: Find a type based on a name

OK thanks. I am bruteforcing, I just thought there may be a better way. I have an ingredient name from a recipe. Specifically I need to find its stack_size, as part of turning it into a result in a 'reverse recipe' Ingredients aren't always data.raw.item. sometimes they are data.raw.ammo, .capsule, ...
by DRY411S
Tue Jun 07, 2016 5:52 am
Forum: Modding help
Topic: [SOLVED] Machine outputs more than 1 stack full
Replies: 5
Views: 2240

Re: Machine outputs more than 1 stack full

I don't know if it works, but you could try to instead of having 1k plates as result, put 5 times 200 plates into the table, maybe the game will split them between the slots then. But that's just a wild guess. That is accepted by the game, but... the result in the machines crafting screen is far fr...
by DRY411S
Tue Jun 07, 2016 4:48 am
Forum: Modding help
Topic: Find a type based on a name
Replies: 10
Views: 2523

Find a type based on a name

This is probably more a LUA question than a modding question. But if I know the name of something in data.raw factorio, is there a quick way of finding its type? For example: name = "rocket", type = "ammo" name = "iron-plate", type = "item" name = "basic-...
by DRY411S
Mon Jun 06, 2016 7:58 pm
Forum: Modding help
Topic: [SOLVED] Machine outputs more than 1 stack full
Replies: 5
Views: 2240

Re: Machine outputs more than 1 stack full

{ amount = math.min(1000, data.raw.item["steel-plate"].stack_size), name = "steel-plate" } Thanks, I appreciate that I can 'lose' a lot of the results like this, but I was thinking more along the lines of forcing the machine to do X cycles of stack_size steel-plates where X = 10...
by DRY411S
Mon Jun 06, 2016 6:55 pm
Forum: Modding help
Topic: [SOLVED] Machine outputs more than 1 stack full
Replies: 5
Views: 2240

[SOLVED] Machine outputs more than 1 stack full

In my recycling mod under development, some of the reverse recipes produce more than 1 stack worth of a result. The worst case example, my recipe to recycle a rocket-silo, with 100% of the original inputs produced as output... { category = "recycling-3", name = "dry411srev-rocket-silo...
by DRY411S
Mon Jun 06, 2016 10:56 am
Forum: Modding help
Topic: order = "x[name]-x[otherName]" Meaning?
Replies: 4
Views: 1989

Re: order = "x[name]-x[otherName]" Meaning?

Not just fluids either. I'd also like to know how this ordering works.
by DRY411S
Mon Jun 06, 2016 4:08 am
Forum: Modding help
Topic: [SOLVED]Is there an event when I click a machine?
Replies: 11
Views: 3729

Re: [SOLVED]Is there an event when I click a machine?

Ah I understand. My mod is not concerned with the inventory, it's the crafting menu I'm bothered about. Perhaps in terms of inventory, they work like you describe for chests?
by DRY411S
Sun Jun 05, 2016 7:45 pm
Forum: Modding help
Topic: [SOLVED]Is there an event when I click a machine?
Replies: 11
Views: 3729

Re: [SOLVED]Is there an event when I click a machine?

Oh. It was my understanding that the inventories could be accessed at any time, not just when the inventory was open. Otherwise how do you tell e.g. when an item has been inserted into the machine? Sure, recipes can be accessed at any time from crafting menus, as long as the recipes are enabled. Be...
by DRY411S
Sun Jun 05, 2016 7:36 pm
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

bobingabout wrote:I think in the context of setting type=item is basically just saying it isn't type=fluid.
I'm sure I've seen examples of it being used.
It's definitely not in vanilla, apart from in 'chemistry' recipes, which my mod doesn't handle. But it is syntactially valid, so my code now tests for it. :)
by DRY411S
Sun Jun 05, 2016 6:54 pm
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

That message isn't coming from my mod. :) It's gotten through loading all the data.lua and data-updates and data-final-fixes for all mods, but before the game main menu appears, the error message appears. Looking at my code though, it does seem to think that your board is a fluid. Sample reverse rec...
by DRY411S
Sun Jun 05, 2016 11:09 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

I have a new version under development that cleans up the crafting menus. It works perfectly with vanilla. I and am now testing it with Bob's Mods. I'm having some issues. Currently it has problems when any of these are enabled.. bobtech bobplates bobelectronics bobgreenhouse boblogistics bobmodules...
by DRY411S
Sat Jun 04, 2016 7:53 am
Forum: Modding help
Topic: [SOLVED]Is there an event when I click a machine?
Replies: 11
Views: 3729

Re: [SOLVED]Is there an event when I click a machine?

I think I understand how this works, and many, many thanks for it. I have one question. If I want this code to work for more than one machine type I should put a test for each of those machine types in the 'is_machine' function. Is that correct? And if there are several names within the type and I w...
by DRY411S
Sat Jun 04, 2016 12:56 am
Forum: Modding help
Topic: LuaBootStrap questions
Replies: 0
Views: 408

LuaBootStrap questions

I've done a search and cannot find an explanation of some of the events.

When does the on_init event occur?

When does the on_load event occur?

What change in a mod causes the on_configuration_change event?

edit sorry I've found it
by DRY411S
Fri Jun 03, 2016 11:54 pm
Forum: Modding help
Topic: Opening an entity
Replies: 7
Views: 1725

Re: Opening an entity

There is the burner generator in the KS Power mod too. You also find mods for both fusion and fission, producing power and ammo

I cannot offer advice on which may be suitable for your needs, I just know that they exist..
by DRY411S
Fri Jun 03, 2016 11:21 pm
Forum: Modding help
Topic: Opening an entity
Replies: 7
Views: 1725

Re: Opening an entity

Perhaps a boiler or a smelter entity might be usable? They both accept fuel.

There is also a diesel generator that produces electricity from oil, and the wind generator in the popular KS Power Mod
by DRY411S
Fri Jun 03, 2016 7:29 pm
Forum: Resolved Problems and Bugs
Topic: Misspelled Steam achivement
Replies: 3
Views: 1070

Re: Misspelled Steam achivement

And achievement is spelled incorrectly in the topic title. :lol:
by DRY411S
Fri Jun 03, 2016 4:23 pm
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

EDIT: THESE SCREENS Are OUT OF DATE. SEE THE MORE RECENT VERSION AT THIS LINK Here's a graphical walkthrough of the mod. The recycling machines become available when the research for the same level of Assembling Machine. Here's an example of Automation, note the Recycling machine icon. recycle-1.pn...
by DRY411S
Fri Jun 03, 2016 1:10 pm
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

In any case, flexible configuration would be nice especially if recycling recipes clutter up any of the interfaces. Thanks for the feedback. Maybe as a Brit, guns and ammunition just scare me, even before I've put them into a machine. The worst thing about this mod is that it produces a very clutte...
by DRY411S
Fri Jun 03, 2016 9:16 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

Ironically ammo is the only thing I'd want to actually recycle Thank you for the feedback. It's a recycling machine, not a bomb disposal squad. Hmm, maybe that's not a bad idea. :) Seriously, I could allow ammo and capsules with a couple of edits. I'm thinking maybe I could add a GUI to let people ...
by DRY411S
Fri Jun 03, 2016 3:49 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 39024

Re: [ALPHA for 0.12]Recycling Machines

How does it give back, say, 20% of a solid item, with only whole number stack sizes? It rounds up. So any recipe where an ingredient is less than or equal to 5 you get 1 back, between 6 and 10 you get 2 back, 11 and 15 you get 3, etc. It rounds up fluids too. Maybe I could change that. The 20% rati...

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