Awesome!
I'm working on a mod that also has wood pipes. Would it be okay if I also use these?
Search found 35 matches
- Sun Oct 14, 2018 4:01 pm
- Forum: Texture Packs
- Topic: [Done] Request - Wooden Pipes
- Replies: 20
- Views: 11647
- 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...
- 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...
- 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,...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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!
- 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"....
- 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/
- 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...