Search found 35 matches

by BuilderOfAges
Sun Oct 14, 2018 4:01 pm
Forum: Texture Packs
Topic: [Done] Request - Wooden Pipes
Replies: 20
Views: 11647

Re: [Done] Request - Wooden Pipes

Awesome!

I'm working on a mod that also has wood pipes. Would it be okay if I also use these?
by BuilderOfAges
Sun Oct 07, 2018 3:48 pm
Forum: Modding help
Topic: Autoplace settings for single patch in starting area
Replies: 0
Views: 477

Autoplace settings for single patch in starting area

I'm trying to create autoplace settings that will tend to make one patch of about 20 items of a resource in the starting area, and none outside it. I tried looking at the base resource prototypes and some other mods, but I haven't found anything that creates patches only in the starting area. So far...
by BuilderOfAges
Mon Oct 01, 2018 4:23 pm
Forum: Modding help
Topic: Ingredients not removed when crafting_progress raised to 1
Replies: 6
Views: 1166

Re: Ingredients not removed when crafting_progress raised to 1

Yes it's only a fragment, focusing on taking out the necessary ingredients. You'd have to check yourself whether all the necessary ingredients were already present. In my case, I wanted to make an anvil where the recipe never completes automatically, but every time you add a hammer the crafting prog...
by BuilderOfAges
Sun Sep 30, 2018 10:58 am
Forum: Modding help
Topic: Ingredients not removed when crafting_progress raised to 1
Replies: 6
Views: 1166

Re: Ingredients not removed when crafting_progress raised to 1

I did it like this, which seems to work: local recipe = assembler.get_recipe() local assembler_input = assembler.get_inventory(defines.inventory.assembling_machine_input) assembler.crafting_progress = 1 for _, ingredient in ipairs(recipe.ingredients) do assembler_input.remove{name = ingredient.name,...
by BuilderOfAges
Sat Sep 29, 2018 4:13 pm
Forum: Modding help
Topic: Event when item inserted into building
Replies: 8
Views: 2059

Re: Event when item inserted into building

I modified it slightly and it works great! Here's my take on it (uses stdlib for the events): require "stdlib/event/event" Event.register(defines.events.on_built_entity, function(e) if e.created_entity.name == "anvil" then e.created_entity.set_recipe("copper-crude") end...
by BuilderOfAges
Sat Sep 29, 2018 3:03 pm
Forum: Modding help
Topic: Ingredients not removed when crafting_progress raised to 1
Replies: 6
Views: 1166

Ingredients not removed when crafting_progress raised to 1

When I set crafting_progress = 1 manually on an assembling-machine, then the recipe result is put in the building's output inventory, but the ingredients are not removed from the source inventory. Is this intended, or a bug? To reproduce: place an assembler building e.g. pipes, insert 10 iron plates...
by BuilderOfAges
Thu Sep 27, 2018 9:57 pm
Forum: Modding help
Topic: Event when item inserted into building
Replies: 8
Views: 2059

Re: Event when item inserted into building

Thank you! I'll try this out and get back to you.
by BuilderOfAges
Thu Sep 27, 2018 9:01 am
Forum: Modding help
Topic: Event when item inserted into building
Replies: 8
Views: 2059

Re: Event when item inserted into building

All true. Just on_player_cursor_stack_changed won't be enough, since you can insert directly from you own inventory by ctrl + click. But I'll just listen to multiple player inventory changes and see if I can make it work like that. Some kind of on_player_insert event would be nice perhaps, and not a...
by BuilderOfAges
Wed Sep 26, 2018 3:38 pm
Forum: Modding help
Topic: Event when item inserted into building
Replies: 8
Views: 2059

Event when item inserted into building

I'm working on an idea for an "anvil". The idea is that, when some raw metal is placed inside, the hitpoints go to 1. Then a "hammer" tool that is actually a type of repair pack, is applied until the anvil is back to full health, and the raw metal is automatically replaced with p...
by BuilderOfAges
Sat Sep 15, 2018 10:56 pm
Forum: Mods
Topic: [MOD 0.16] Stone Age (alpha)
Replies: 7
Views: 4941

Re: [MOD 0.16] Stone Age (alpha)

Tips Stone Age Factorio is centered around tool use. Which tool you currently have equiped determines what resources you can mine, and what those resources yield. Your goal is building an iron axe: that will let you mine every ore, rocks, etc.. Some of the game mechanics are somewhat different from...
by BuilderOfAges
Sat Sep 15, 2018 10:37 pm
Forum: Mods
Topic: [MOD 0.16] Stone Age (alpha)
Replies: 7
Views: 4941

[MOD 0.16] Stone Age (alpha)

Name : Stone Age Version : 0.0.1 (alpha 1) Factorio-Version : 0.16 Description : You arrive in this alien world with only your hands and your wits. Now you have to figure out how to smelt metal. Dependencies : base Contributors : BuilderOfAges Download : https://github.com/StoneAgeFactorio/StoneAge...
by BuilderOfAges
Wed Aug 29, 2018 2:26 pm
Forum: Modding help
Topic: Change minable result run-time
Replies: 2
Views: 914

Re: Change minable result run-time

That solves it nicely. Thank you!
by BuilderOfAges
Sun Aug 26, 2018 5:32 pm
Forum: Modding help
Topic: Change minable result run-time
Replies: 2
Views: 914

Change minable result run-time

I'm working on a mod that changes which entities / resources can be mined, and what results you get from mining, based on which tool is in your tool inventory. E.g.: when there's no tool in your tool slot you can only mine trees, and they give "wood-stick" rather than "raw-wood"....
by BuilderOfAges
Sat Aug 04, 2018 7:00 pm
Forum: Ideas and Requests For Mods
Topic: Stone Age Factorio
Replies: 1
Views: 683

Re: Stone Age Factorio

I think I'll try making a mod to add this to the game. I'd love to hear any input people might have. See also https://www.reddit.com/r/factorio/comme ... for_input/
by BuilderOfAges
Thu Aug 02, 2018 3:46 pm
Forum: Ideas and Requests For Mods
Topic: Stone Age Factorio
Replies: 1
Views: 683

Stone Age Factorio

I like how Factorio's early game differs drastically from the rest in terms of gameplay. Instead of designing builds, you're running around hand-filling burner miners and smelters. Raw products like iron and copper plates are more something to achieve in small batches than continuous capacities to s...

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