1. No engine support, but you can write a mod to help you automate it.
2. No engine support.
3. Mods can connect wires across surfaces.
4. Mods can connect wires across surfaces.
5. No engine support, but you can write a mod to help you automate it.
6. No engine support.
7. Mods can connect wires ...
Search found 3752 matches
- Tue Jan 21, 2025 2:59 am
- Forum: Modding discussion
- Topic: Some "will it mod" questions
- Replies: 2
- Views: 1014
- Mon Jan 13, 2025 1:08 pm
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 1853
- Wed Jan 01, 2025 6:49 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 174
- Views: 736055
Re: Accumulator / Solar panel ratio
Yes, the 25200 tick day was added in Factorio 2.0.
- Sun Dec 29, 2024 10:35 am
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 1853
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: 8
- Views: 6560
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: 1904
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: 1853
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: 509
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: 501
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: 637
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: 3096
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: 1340
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: 734
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: 839
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: 839
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: 1273
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: 2855
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: 599
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: 585
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: 139
- Views: 73621
Re: Space Platforms
300 km/s using only basic components.