Search found 3749 matches

by DaveMcW
Sun Dec 29, 2024 10:35 am
Forum: Modding help
Topic: Making a composite entity act like a normal entity
Replies: 7
Views: 1128

Re: Making a composite entity act like a normal entity

The event for cut and copy is on_player_cursor_stack_changed.
by DaveMcW
Thu Dec 26, 2024 2:25 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Legendary electronic circuits 28/s
Replies: 6
Views: 3582

Legendary electronic circuits 28/s

This design upgrades normal quality circuits into legendary circuits.

Input is 28 green circuits and 2.8 red circuits per second.
Output is 28 legendary green circuits and 2.8 legendary red circuits per second.

It is optimized for Processing Unit Productivity 13. At lower tech levels it has ...
by DaveMcW
Thu Dec 26, 2024 1:10 am
Forum: Questions, reviews and ratings
Topic: maximum zoom out (0.3?) Is more possible?
Replies: 6
Views: 1408

Re: maximum zoom out (0.3?) Is more possible?

One trick is to resize the game window into a square. Zoom is limited by your longest screen dimension.
by DaveMcW
Wed Dec 25, 2024 9:36 pm
Forum: Modding help
Topic: Making a composite entity act like a normal entity
Replies: 7
Views: 1128

Re: Making a composite entity act like a normal entity

You need a third entity whose only purpose is to appear in blueprints.
by DaveMcW
Sun Dec 22, 2024 8:29 pm
Forum: Modding help
Topic: Can't fix problem with sprite sheet loading
Replies: 1
Views: 318

Re: Can't fix problem with sprite sheet loading

alberto_omegA wrote: Sat Dec 21, 2024 10:14 pm Car have 36 direction and sprite sheet is 36 images with 6*6 sprites
Try setting line_length = 6.
by DaveMcW
Thu Dec 12, 2024 12:48 am
Forum: Modding help
Topic: Adding an input slot to a factory
Replies: 1
Views: 319

Re: Adding an input slot to a factory

You need to change the type to something with item slots. I recommend "car", since the inventory can be filtered to blueprints only.
by DaveMcW
Tue Dec 10, 2024 11:38 am
Forum: Modding help
Topic: completely replacing entity graphics
Replies: 2
Views: 428

Re: completely replacing entity graphics

Set filename = "__core__/graphics/empty.png"
by DaveMcW
Wed Dec 04, 2024 2:40 am
Forum: Wiki Talk
Topic: Recycler Formula / Description
Replies: 3
Views: 1897

Re: Recycler Formula / Description

The wiki formula does match what you are saying, though the math symbols make it hard to understand.

The topless brackets mean "round down to the nearest integer".

Adding a random number between 0-1 to extra_fraction and then rounding down, is the same as rolling a random number against extra ...
by DaveMcW
Wed Dec 04, 2024 2:24 am
Forum: Wiki Talk
Topic: Quality Module 3 without Space Age
Replies: 1
Views: 966

Re: Quality Module 3 without Space Age

I added the deactivated-Space-Age recipe to the info box.
by DaveMcW
Wed Dec 04, 2024 1:58 am
Forum: Modding discussion
Topic: CamelCase
Replies: 2
Views: 540

Re: CamelCase

I suspect it's because the C++ code is written in CamelCase (see the internal class names here), and they want an easy way to keep the lua functions distinct.
by DaveMcW
Tue Dec 03, 2024 12:33 am
Forum: Modding help
Topic: [Solved]DeepCopy of unsorted items missing from normal gameplay
Replies: 4
Views: 557

Re: DeepCopy of unsorted items missing from normal gameplay

This worked for me.

local entity = table.deepcopy(data.raw['lane-splitter']['lane-splitter'])
entity.name = "my-splitter"
entity.hidden = false
data:extend{entity}

local item = table.deepcopy(data.raw['item']['lane-splitter'])
item.name = "my-splitter"
item.subgroup = "belt"
item.place_result ...
by DaveMcW
Tue Nov 26, 2024 11:49 pm
Forum: Modding help
Topic: Mining requires fluid depending on drill
Replies: 5
Views: 776

Re: Mining requires fluid depending on drill

Not easily.

An advanced trick would be to daisy chain 3 entities, big mining drill -> assembling machine -> inserter. Then add the supporting control.lua code to set that up every time a mining drill is built.
by DaveMcW
Sun Nov 24, 2024 1:26 am
Forum: Gameplay Help
Topic: Pumpjacks - expected resources logic
Replies: 2
Views: 1665

Re: Pumpjacks - expected resources logic

Expected resources is the output (in fluid per second) of a normal pumpjack with no bonuses at all.

You will have to multiply all your bonuses to that in an arithmetic combinator if you want it to match what you have.

In your case the calculation is:
459 (pumpjack signal) * (1 + 100/100 speed ...
by DaveMcW
Fri Nov 22, 2024 1:24 pm
Forum: Modding help
Topic: [Space Age] "Star" image
Replies: 2
Views: 421

Re: [Space Age] "Star" image

Code: Select all

data.raw['utility-sprites']['default'].starmap_star.filename = "__my-mod__/graphics/blackhole.png"
by DaveMcW
Sun Nov 17, 2024 12:46 am
Forum: Modding help
Topic: Influencing biter expansion
Replies: 1
Views: 413

Re: Influencing biter expansion

An easy way is to modify the terrain to collide with biter spawners. Obviously this only works for areas that you can give special terrain.
by DaveMcW
Sat Nov 02, 2024 10:35 pm
Forum: Show your Creations
Topic: Space Platforms
Replies: 135
Views: 46734

Re: Space Platforms

300 km/s using only basic components.

300kms.jpg
300kms.jpg (669.3 KiB) Viewed 18130 times
by DaveMcW
Tue Oct 29, 2024 9:58 am
Forum: General discussion
Topic: I do not want space travel and most other things from SA...
Replies: 2
Views: 1333

Re: I do not want space travel and most other things from SA...

You can buy the DLC and disable the "Space Age Mod" to get elevated rails, recycling, quality, and nothing else.

Foundry is locked behind the Space Age Mod.
by DaveMcW
Sun Oct 27, 2024 5:54 am
Forum: Modding help
Topic: How to base a surface on a LuaSurfacePrototype?
Replies: 5
Views: 681

Re: How to base a surface on a LuaSurfacePrototype?

:: is just a separator between the name and type of the variable. This is a factorio.com convention, it is not a standard usage in any programming language.
by DaveMcW
Sat Oct 26, 2024 10:48 pm
Forum: Modding help
Topic: Locomotive weight shrinks
Replies: 2
Views: 448

Re: Locomotive weight shrinks

If an item does not allow productivity, you get one stack per rocket.

If an item does allow productivity, the rocket weight is the weight of all its ingredients.

You can override this by setting ItemPrototype.weight . In your case you would want to set:
data.raw['item-with-entity-data ...

Go to advanced search