Search found 3749 matches
- 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.
- 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 ...
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 ...
- 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.
- 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.
- 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
Try setting line_length = 6.alberto_omegA wrote: Sat Dec 21, 2024 10:14 pm Car have 36 direction and sprite sheet is 36 images with 6*6 sprites
- 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.
- 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"
- 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 ...
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 ...
- 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.
- 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.
- 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 ...
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 ...
- Mon Dec 02, 2024 9:16 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
Try setting item.hidden = false.
- 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.
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.
- 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 ...
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 ...
- 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"
- 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.
- 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.
- 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.
Foundry is locked behind the Space Age Mod.
- 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.
- 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 ...
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 ...