Search found 727 matches
- Thu Jun 02, 2016 8:57 pm
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 39024
[MOD 0.13.0+|v0.12]Recycling Machines
Recycling Machines Now released for Factorio v0.13 and available on the mod portal at https://mods.factorio.com/mods/DRY411S/ZRecycling Most of this topic refers to the mod when it was in development, and is not the latest version. Please report bugs for the latest versions at the end of this topic...
- Thu Jun 02, 2016 6:28 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?
That's great thank you. If I check this on 'tick', and decide there's something I need to do, I have less than 1/60 second to execute my code, is that right?
- Thu Jun 02, 2016 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pending] Crafting Menu/Recipe Issues
- Replies: 6
- Views: 3615
[Pending] Crafting Menu/Recipe Issues
I have a mod which creates a 'reverse' recipe for all the in-game recipes. These are all set to not be craftable. They are assigned to their own category. Even though every single one is not craftable in hand, the category tab appears on the 'player' crafting menu. Now, this may be working as intend...
- Thu Jun 02, 2016 5:42 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?
Well that's 'solved' that question thank you.
- Thu Jun 02, 2016 10:03 am
- Forum: Modding help
- Topic: [SOLVED]Is there an event when I click a machine?
- Replies: 11
- Views: 3729
[SOLVED]Is there an event when I click a machine?
Title is my question.
I'm finding the names and descriptions of the events difficult to understand in some cases.
When I click on an assembling machine to open the crafting menu, does an event trigger?
And is there one when I close a machine's crafting menu?
I'm finding the names and descriptions of the events difficult to understand in some cases.
When I click on an assembling machine to open the crafting menu, does an event trigger?
And is there one when I close a machine's crafting menu?
- Thu Jun 02, 2016 7:21 am
- Forum: Modding help
- Topic: Adding a ore
- Replies: 2
- Views: 1169
Re: Adding a ore
I know that the Crafted Artifacts mod uses a new ore. Maybe take a look at that?
- Thu Jun 02, 2016 6:09 am
- Forum: Modding help
- Topic: Is it possible to hide a crafting tab?
- Replies: 2
- Views: 1357
Re: Is it possible to hide a crafting tab?
If you add hidden = "true", to the recipes, they wont show up in the crafting tab. If there is no recipe to display the whole tab will vanish. So you have to add the "hidden" marker to all your recycling recipes. If I make the recipes hidden they won't appear in the recycling ma...
- Thu Jun 02, 2016 5:20 am
- Forum: Modding help
- Topic: Is it possible to hide a crafting tab?
- Replies: 2
- Views: 1357
Is it possible to hide a crafting tab?
I have a lot of recycling recipes to use in a 'recycling machine' which is essentially a reverse assembling machine. These recipes can only be used in the machine, no hand crafting. I've put them all in their own sub-groups with a parent group called 'Recycling' The crafting for the recycling machin...
- Wed Jun 01, 2016 8:38 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 3836
Re: Splitter prototype location?
And IRL I was a programmer between 1979 and 1981 before entering the IT management rat race, and am always many years behind the curve on the part of IT that I wish I'd never left behind.
- Wed Jun 01, 2016 7:30 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 3836
Re: Splitter prototype location?
And there speaks an experienced modder vs a first-timer. *Me* starts following up the recommendation.
- Wed Jun 01, 2016 6:53 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 3836
Re: Splitter prototype location?
As a first time modder myself, I wish you luck. The people here are very helpful, and I've had replies to my questions from some of the modfathers of factorio. It's great to see that they are willing to support humble beginners. If you are not doing so already, I'd really recommend using Notepad++. ...
- Wed Jun 01, 2016 5:52 pm
- Forum: Modding help
- Topic: [SOLVED]How can I test if a particular research is complete?
- Replies: 2
- Views: 731
Re: [SOLVED]How can I test if a particular research is complete?
Excellent thank you. Marked as [SOLVED]
- Wed Jun 01, 2016 5:04 pm
- Forum: Modding help
- Topic: [SOLVED]How can I test if a particular research is complete?
- Replies: 2
- Views: 731
[SOLVED]How can I test if a particular research is complete?
I'm handling the event for research being completed.
My code needs to know if another research has been completed.
Is there a way to test this please?
My code needs to know if another research has been completed.
Is there a way to test this please?
- Wed Jun 01, 2016 4:54 pm
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
I think with using a results table, you also need to specify a few extra tags... icon, order and subgroup, not to mention a locale entry for the recipe. some of these tags can be mitigated though if you use... I forget the tag... main_product? if you use that, then the 4 tags I mentioned earlier wi...
- Wed Jun 01, 2016 10:00 am
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
I think with using a results table, you also need to specify a few extra tags... icon, order and subgroup, not to mention a locale entry for the recipe. some of these tags can be mitigated though if you use... I forget the tag... main_product? if you use that, then the 4 tags I mentioned earlier wi...
- Tue May 31, 2016 10:15 pm
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
See above I edited my post. Thanks for your help.prg wrote:Could you provide the code?
- Tue May 31, 2016 10:08 pm
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
data.raw.recipe["electronic-circuit"].result = nil data.raw.recipe["electronic-circuit"].results = { {name="iron-plate", amount=5} } I can now turn one iron plate and three copper cables into five iron plates. :D Interesting that explicitly nilling the 'result = ' whic...
- Tue May 31, 2016 8:39 pm
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
results with just a single entry should work, too. But it needs to be a table in a table containing name and amount(_min/_max). Just specifying type alone doesn't help, it defaults to "item" anyway. It didn't work as a table, whatever combination I tried. If you look across the whole base...
- Tue May 31, 2016 8:29 pm
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
if you use a results table instead of a simple result string you need to provide type/name/amount keys in the sub-tables. edit: seems like type = "item" is implicit. You still need the name and either amount or amount_min/_max. That's got me going forward again thanks. After being explici...
- Tue May 31, 2016 7:46 pm
- Forum: Modding help
- Topic: Adding recipes in control.lua
- Replies: 22
- Views: 6042
Re: Adding recipes in control.lua
So I am using data-final-fixes.lua now. The code seems to run fine creating the reverse recipes and adding them to data. But the game is crashing with an error. Here's a truncated factorio-current.log ... 0.287 Loading mod test-mode 0.12.14 (data.lua) 0.313 Loading mod ZRecycling 0.0.1 (data.lua) 0....