Or deactivate them. https://lua-api.factorio.com/latest/Lua ... ity.activeDaveMcW wrote:Your best strategy is probably a control.lua script that counts buildings, and destroys (or mines and refunds) anything over the limit.
Search found 2903 matches
- 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
- 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.
- 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
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.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.
- 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.
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.
- 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?
- 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...
- 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
Can you show some examples?MineGame159 wrote:Whooohoo. I had it working fine with lot of events but thats a lot easier thanks.
- 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
- Tue Sep 04, 2018 1:47 pm
- Forum: Modding help
- Topic: Dont return inventory contents when destroyed
- Replies: 10
- Views: 3192
- 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.
- 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} }},...
- 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 (...
- 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.
- 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?
- 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...
- 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 ...
- 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.
- 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...
- Wed Aug 29, 2018 10:45 am
- Forum: Ideas and Suggestions
- Topic: Enemies +
- Replies: 28
- Views: 7992
Re: Enemies +
If you have enemies with very high laser damage resistance, then you need not only laser turrets. https://mods.factorio.com/mod/BadBitersCribbit 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.
- 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
You are need this mod: BluebuildNefrums wrote:This would make blueprints more useful in the early game (pre bots), especially if a new copy/paste feature where to be added.