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by darkfrei
Thu Sep 06, 2018 5:23 am
Forum: Ideas and Requests For Mods
Topic: Limiting maximum electric power
Replies: 6
Views: 2530

Re: Limiting maximum electric power

DaveMcW wrote:Your best strategy is probably a control.lua script that counts buildings, and destroys (or mines and refunds) anything over the limit.
Or deactivate them. https://lua-api.factorio.com/latest/Lua ... ity.active
by darkfrei
Wed Sep 05, 2018 10:38 am
Forum: Modding interface requests
Topic: Items for mining, same support as fluids for mining
Replies: 7
Views: 1489

Re: Items for mining, same support as fluids for mining

Another example is extracting pure-water with pumpjack, but only if it get some amount of coal.
by darkfrei
Wed Sep 05, 2018 10:36 am
Forum: Modding interface requests
Topic: Items for mining, same support as fluids for mining
Replies: 7
Views: 1489

Re: Items for mining, same support as fluids for mining

bobingabout wrote:Though if you look at ores vs oil, there is also such a thing as category, you could shift uranium to another category and give it it's own new drill.
I want to extract uranium not with sulfur-acid, but with barrelled-sulfur-acid, so the mining drill must accept not only fluids, but items too.
by darkfrei
Wed Sep 05, 2018 7:10 am
Forum: Modding interface requests
Topic: Items for mining, same support as fluids for mining
Replies: 7
Views: 1489

Items for mining, same support as fluids for mining

Hi!

It it possible to add new type of mining tool for hard ores? By uranium ore we are need sulfur acid as chemical mining tool.

Can we have also another mining tools, for example items? Some ores can be also hard enough and you are need to change the drills every 50 mining results.
by darkfrei
Wed Sep 05, 2018 7:03 am
Forum: Mods
Topic: [Mod 0.16] Space Station
Replies: 8
Views: 4858

Re: [Mod 0.16] Space Station

Is it new type of factorissimo?
by darkfrei
Tue Sep 04, 2018 7:31 pm
Forum: Modding help
Topic: Entity Modification
Replies: 25
Views: 6938

Re: Entity Modification

Some example for enriching chain: local ores = {"iron", "copper", "uranium"} local recipe_chain = {"ore", "dust", "enriched", "deoxidized", "particle", "smelted", "plate"} for i, ore_name in pairs (or...
by darkfrei
Tue Sep 04, 2018 7:07 pm
Forum: Modding help
Topic: Dont return inventory contents when destroyed
Replies: 10
Views: 3192

Re: Dont return inventory contents when destroyed

MineGame159 wrote:Whooohoo. I had it working fine with lot of events but thats a lot easier thanks.
Can you show some examples?
by darkfrei
Tue Sep 04, 2018 3:13 pm
Forum: Modding help
Topic: Dont return inventory contents when destroyed
Replies: 10
Views: 3192

Re: Dont return inventory contents when destroyed

Thanks, but its strange that buffer does not contain items from inventory And https://lua-api.factorio.com/latest/Concepts.html#InfinityFilter https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.set_infinity_filter https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.infinity_filters
by darkfrei
Mon Sep 03, 2018 10:18 am
Forum: Ideas and Suggestions
Topic: Set fire to oil wells
Replies: 8
Views: 3119

Re: Set fire to oil wells

Another solution is make all oil patches visually very tiny, so it can't be seen without big zooming.
by darkfrei
Sun Sep 02, 2018 5:46 pm
Forum: Modding help
Topic: How to add a furnace with fluids
Replies: 10
Views: 3887

Re: How to add a furnace with fluids

Did you try just replace output to input? entity.fluid_boxes = { { production_type = "output", pipe_picture = assembler2pipepictures(), pipe_covers = pipecoverspictures(), base_area = 10, --base_level = 1, base_level = -1, pipe_connections = {{ type="input", position = {1, 2} }},...
by darkfrei
Sun Sep 02, 2018 10:46 am
Forum: Ideas and Requests For Mods
Topic: The best ever tiny mod [request]
Replies: 7
Views: 3356

Re: The best ever tiny mod [request]

First: Making new prototypes, it must be new assembling machine, but with size of offshore pump, fixed recipe and burner as energy_source. Not tested, but it looks like: data.lua: -- entity -- local pump = data.raw["offshore-pump"]["offshore-pump"] local entity = table.deepcopy (...
by darkfrei
Sat Sep 01, 2018 1:45 pm
Forum: Ideas and Suggestions
Topic: Please increase the limit of 5 copper wires per pole
Replies: 3
Views: 1633

Re: Please increase the limit of 5 copper wires per pole

And as option only 3 wires, sounds pretty nice for new challenges.
by darkfrei
Sat Sep 01, 2018 1:17 pm
Forum: Modding help
Topic: Damage modifier on 'Bonuses' GUI
Replies: 10
Views: 2519

Re: Damage modifier on 'Bonuses' GUI

Do you have ammo_category = "electric" by personal laser turrets?
by darkfrei
Fri Aug 31, 2018 12:10 pm
Forum: Modding help
Topic: Entity Modification
Replies: 25
Views: 6938

Re: Entity Modification

Ah another question: i'm implementing ore's duplication, triplication...ex, so i need always to add the same recipe for every ore: is there a faster way to do it? Ex. One of the processing i've already implemented is this: Ore (ex iron, but it could be any other ore) ==> Crusher ==> Dust (of that s...
by darkfrei
Fri Aug 31, 2018 7:26 am
Forum: Modding interface requests
Topic: "allow_as_intermediate_only_when_no_alternatives" recipeflag
Replies: 4
Views: 1022

Re: "allow_as_intermediate_only_when_no_alternatives" recipeflag

Basically a variant of "allow_as_intermediate", but which only deprioritizes the recipe for intermediate crafting, rather than making in not usable entirely. So a white-belt-to-yellow-belt recipe might be still able to be used to craft red belts, but only if there are no ingredients with ...
by darkfrei
Thu Aug 30, 2018 3:19 pm
Forum: Ideas and Suggestions
Topic: Set fire to oil wells
Replies: 8
Views: 3119

Re: Set fire to oil wells

Also add fire to the coal fields.
by darkfrei
Wed Aug 29, 2018 10:49 am
Forum: Modding help
Topic: Cant access technologies in control.lua[Solved]
Replies: 7
Views: 2382

Re: Cant access technologies in control.lua

I just wanted to print out all technologies into a file, but for some reason it doesnt show a single one: Console#Write_all_researched_technologies_to_file /c local list = {} for _, tech in pairs(game.player.force.technologies) do if tech.researched then list[#list+1] = tech.name end end game.write...
by darkfrei
Wed Aug 29, 2018 10:45 am
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 7992

Re: Enemies +

Cribbit wrote:At a certain point in the game players will just build dozens of laser turrets at every possible edge. There's no strategy from either side.
If you have enemies with very high laser damage resistance, then you need not only laser turrets. https://mods.factorio.com/mod/BadBiters
by darkfrei
Tue Aug 28, 2018 7:50 pm
Forum: Outdated/Not implemented
Topic: Key to fill in ghost
Replies: 11
Views: 25925

Re: Key to fill in ghost

Nefrums wrote:This would make blueprints more useful in the early game (pre bots), especially if a new copy/paste feature where to be added.
You are need this mod: Bluebuild

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