Search found 727 matches
- 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, ...
- 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...
- 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-...
- 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...
- 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...
- 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.
- 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?
- 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...
- 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
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.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.
- 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...
- 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...
- 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...
- 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
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
- 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..
I cannot offer advice on which may be suitable for your needs, I just know that they exist..
- 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
There is also a diesel generator that produces electricity from oil, and the wind generator in the popular KS Power Mod
- 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.
- 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...
- 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...
- 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 ...
- 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...