Search found 2903 matches

by darkfrei
Wed Oct 03, 2018 12:28 pm
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Nuclear Refining
Replies: 4
Views: 1383

Re: Mod Idea: Nuclear Refining

Given the computational cost of heat transfer it's probably not a megabase-compatible concept. Yes, so the nuclear power must be enabled on the game begin, when the base is small enough. So we are need mineral sulfur fields for early sulfur acid. Probably more powerful furnaces, then we are need le...
by darkfrei
Tue Oct 02, 2018 6:17 pm
Forum: Modding discussion
Topic: Mod event handlers
Replies: 17
Views: 4298

Re: Add the ability to influence item loot in lua

And if I have 10-15 difficult control.lua-only mods and want to set them into one? If you're trying to do that: don't. and it works as is. Why the function script.on_event cannot just add the function, instead of rewrite it? Because that's the wrong way to do it, would produce slower mods, and isn'...
by darkfrei
Tue Oct 02, 2018 4:55 pm
Forum: Modding discussion
Topic: Mod event handlers
Replies: 17
Views: 4298

Re: Add the ability to influence item loot in lua

Can be "Multi-Event" been added to the vanilla api somehow? If I have two events on_tick, why they are cannot be processed together? One internal Jack can be better than new solution n every single mod, except stdlib. You can already do that. You just call your individual functions from i...
by darkfrei
Tue Oct 02, 2018 6:21 am
Forum: Gameplay Help
Topic: Do trains on automatic stop more quickly?
Replies: 3
Views: 869

Re: Do trains on automatic stop more quickly?

Ah, that was it. I used the Creative Mode mod to set up the test track. It's normally enough to enable it with console : /c game.player.cheat_mode=true /c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end So you can open recipes, but let technologies not researched.
by darkfrei
Tue Oct 02, 2018 5:26 am
Forum: Modding discussion
Topic: Mod event handlers
Replies: 17
Views: 4298

Re: Add the ability to influence item loot in lua

The entire event system in stdlib should be deleted and people should use the standard script.on_event. It adds unnecessary complexity, runtime overhead, and will generate more errors than not using it. Can be "Multi-Event" been added to the vanilla api somehow? If I have two events on_ti...
by darkfrei
Sun Sep 30, 2018 9:27 am
Forum: Modding help
Topic: Ingredients not removed when crafting_progress raised to 1
Replies: 6
Views: 1169

Re: Ingredients not removed when crafting_progress raised to 1

Rseding91 wrote: ↑
Sun Sep 30, 2018 2:08 am
That's intended. Manually setting the crafting_progress overrides the built-in mechanics of running the machine.
How to complete the crafing process properly?
by darkfrei
Sat Sep 29, 2018 10:35 pm
Forum: Implemented mod requests
Topic: Heat as power source
Replies: 13
Views: 3848

Re: Heat as power source

Bilka wrote: ↑
Sat Sep 29, 2018 8:37 pm
darkfrei wrote: ↑
Sat Sep 29, 2018 8:18 pm
Bilka wrote: ↑
Tue Aug 28, 2018 10:27 am
[*] Generator - electric
That is generator? Why it needs electricity?
That's the prototype type of the steam engine/steam turbine and means that they generate electric power.
This list is only valid for version 0.16, there are already known changes for 0.17
Is it also valid for 0.16?
by darkfrei
Sat Sep 29, 2018 8:18 pm
Forum: Implemented mod requests
Topic: Heat as power source
Replies: 13
Views: 3848

Re: Heat as power source

Bilka wrote: ↑
Tue Aug 28, 2018 10:27 am
[*] Generator - electric
That is generator? Why it needs electricity?
by darkfrei
Sat Sep 29, 2018 3:56 pm
Forum: Questions, reviews and ratings
Topic: Looking for a simple mod that creates a hot key that cycles through similar items
Replies: 6
Views: 2444

Re: Looking for a simple mod that creates a hot key that cycles through similar items

I would dump the create groups idea because power poles have already a 'group' https://wiki.factorio.com/Prototype/ElectricPole That link doesn't mention any groups. If you're talking about fast-replace groups they're not an adequate choice because you don't want to swap between different belt colo...
by darkfrei
Thu Sep 27, 2018 10:24 am
Forum: General discussion
Topic: 10x Challange
Replies: 4
Views: 1906

Re: 10x Challange

Rhyder wrote: ↑
Thu Sep 27, 2018 9:59 am
So haven't played since version 1.14 (started a map when 1.15 launched but didn't get far).
...
Has anyone done this? can you share your thoughts?
Hi, I am from the past and still by version 0.16.
by darkfrei
Wed Sep 26, 2018 3:10 pm
Forum: This Forum
Topic: (solved) [BUG] Ordered lists show as unordered lists
Replies: 6
Views: 2439

Re: [BUG] Ordered lists show as unordered lists

What is with spoiled code?
code
by darkfrei
Wed Sep 26, 2018 9:48 am
Forum: Modding help
Topic: I need help for my mod to work
Replies: 4
Views: 1155

Re: I need help for my mod to work

every object with an icon must have an icon_size= tag. so if you're using 32x32 size icons, you need to include the "icon_size = 32" tag, it's usually placed directly under the icon= tag If you use icon, then you have: item.icon = "image_32x32.png" item.icon_size = 32 What if I ...
by darkfrei
Tue Sep 25, 2018 7:32 pm
Forum: Modding help
Topic: How change/get non-standard background color for icon
Replies: 4
Views: 1492

Re: How change/get non-standard background color for icon

The background color is dictated by the GUI they are in, in the recipe icon itself, the background is transparent. Why I need icon_size in the item.icon_size, when I haven't icon, but icons? For example it doesn't work: item.icons[1].icon = "__base__/graphics/icons/fluid/barreling/empty-barrel...
by darkfrei
Tue Sep 25, 2018 3:09 pm
Forum: Modding help
Topic: I need help for my mod to work
Replies: 4
Views: 1155

Re: I need help for my mod to work

Please add mods .zip only.

Try your mod with
https://mods.factorio.com/mods/darkfrei/_IconSize
by darkfrei
Tue Sep 25, 2018 10:31 am
Forum: Modding help
Topic: Help with autoplacement for multi level (3D) map
Replies: 15
Views: 3483

Re: Help with autoplacement for multi level (3D) map

mrvn wrote: ↑
Tue Sep 25, 2018 8:10 am
A circle in the middle of the map doesn't look much noisy to me.
It's exception for spawning area: you have too big chance to drawn in the lake. The form of starting area will be changed in next versions.
by darkfrei
Tue Sep 25, 2018 7:15 am
Forum: General discussion
Topic: Complete the game in 8 hours achievement - time for a change?
Replies: 16
Views: 21399

Re: Complete the game in 8 hours achievement - time for a change?

I just completed the 8 hour achievement. And I completely agree with you, no "average" player could do it. Heck, the average player doesn't launch a rocket and maybe he doesn't even design an oil plant. Oil refinery technology is opened by 55.5% of steam players: https://steamcommunity.co...

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