Search found 162 matches

by Schallfalke
Thu Oct 17, 2019 9:48 am
Forum: Not a bug
Topic: [0.17.71] Evolution Factor by Time/Pollution
Replies: 4
Views: 1739

Re: [0.17.71] Evolution Factor by Time/Pollution

I am sorry. Did not realize it is bug from my own mod... :oops:
Especially thanks boskid for debugging.

EDIT: A question though. Is killing trees not counting towards pollution? This is what happened to real-world Amazon...
by Schallfalke
Thu Oct 17, 2019 8:31 am
Forum: Not a bug
Topic: [0.17.71] Evolution Factor by Time/Pollution
Replies: 4
Views: 1739

[0.17.71] Evolution Factor by Time/Pollution

I start a new game, and see how the evolution factor increases. And I looked into the three quantities, as mentioned in Lua API : evolution_factor_by_pollution :: double [RW] evolution_factor_by_time :: double [RW] evolution_factor_by_killing_spawners :: double [RW] My Tests: I used "Default&qu...
by Schallfalke
Fri Sep 27, 2019 5:08 pm
Forum: Modding help
Topic: How to change assembling-machine-1 to use coal
Replies: 7
Views: 2064

Re: How to change assembling-machine-1 to use coal

Ok so maybe im just looking in the wrong locations but i can't seem to find the base lua files that will help me create this. where exactly should i be looking? In file {GameDir}\data\base\prototypes\entity\demo-entities.lua , search for type = "furnace" . All three furnaces can be found ...
by Schallfalke
Thu Sep 26, 2019 11:17 pm
Forum: Modding help
Topic: How to change assembling-machine-1 to use coal
Replies: 7
Views: 2064

Re: How to change assembling-machine-1 to use coal

Ok so looking into this a bit, if i use the category = "smelting", what ever i have created a recipe for will automatically create the given output. But my intention is to use the same ingredient to output different things. For instance I would like to be able to select either crushed sto...
by Schallfalke
Thu Sep 26, 2019 6:46 pm
Forum: Modding help
Topic: How to change assembling-machine-1 to use coal
Replies: 7
Views: 2064

Re: How to change assembling-machine-1 to use coal

Instead of giving a direct answer, I would like to give you a hint first, and see if you can find it out and learn the process. You can compare between "stone-furnace", "steel-furnace", and "electric-furnace" of the base code. "stone-furnace", "steel-furn...
by Schallfalke
Thu Sep 26, 2019 6:39 pm
Forum: Modding help
Topic: [SOLVED]Need help changing starting items for mod
Replies: 4
Views: 1279

Re: Need help changing starting items for mod

Jarumba wrote: ↑
Thu Sep 26, 2019 6:08 pm
SOLVED
Awesome, thank you this worked out great!
Welcome. You can edit and add "[Solved] " to the subject title of your first post, so others will see this thread being solved.
by Schallfalke
Thu Sep 26, 2019 4:14 pm
Forum: Modding help
Topic: [SOLVED]Need help changing starting items for mod
Replies: 4
Views: 1279

Re: Need help changing starting items for mod

You may use remove_item to remove a specific item type, or clear_items_inside to remove all items from inventory. player.remove_item{name="iron-plate", count=40} player.clear_items_inside() Factorio API is the site you can find all (most?) Lua commands you can use, so bookmark this.
by Schallfalke
Wed Sep 25, 2019 8:42 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Rich text input assistant GUI
Replies: 9
Views: 2943

Re: Rich text input assistant GUI

LuziferSenpai wrote: ↑
Thu Sep 19, 2019 1:43 pm
Schallfalke wrote: ↑
Sun Sep 01, 2019 5:32 pm
LuziferSenpai wrote: ↑
Sun Sep 01, 2019 3:26 am
Is in WORK!
Thanks! Looking forward to it. :)
https://mods.factorio.com/mod/Rich_Text_Helper
Thanks for your work!
Too bad I did not notice it earlier!

Briefly tested, and your mod achieved what I wanted. :D
by Schallfalke
Sun Sep 01, 2019 5:32 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Rich text input assistant GUI
Replies: 9
Views: 2943

Re: Rich text input assistant GUI

LuziferSenpai wrote: ↑
Sun Sep 01, 2019 3:26 am
Is in WORK!
Thanks! Looking forward to it. :)
by Schallfalke
Fri Aug 30, 2019 3:47 pm
Forum: Mod portal Discussion
Topic: [Suggestion] Better sorting on User Pages.
Replies: 4
Views: 1693

Re: [Suggestion] Better sorting on User Pages.

I have seen the mod portal now has the mods sorted in descending order on number of downloads. But is it possible to have some flags (like some "?key=name&order=asc" after the URL) to sort in the old way? Sometimes I want to scan through and test mods of an author, so allowing the old ...
by Schallfalke
Wed Jul 31, 2019 1:27 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 136952

Re: Version 0.17.60

I don't get why you guys are so aggressive. I didn't even express any stance (agree or oppose) on the new basic oil processing recipe. (In fact this week I was spending time on other stuff, don't even have time to look into this.) I am still neutral to this recipe, till this point. I was just propos...
by Schallfalke
Wed Jul 31, 2019 12:19 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 136952

Re: Version 0.17.60

Just a recommendation to devs. When there are any "very" controversial/unsure/experimental features, can they be implemented as mods (instead of minor versions)? Modding is not only done by players, but can be done by devs as well. Just like Klonan has made some mods in the past, most(all?...
by Schallfalke
Mon Jul 29, 2019 5:53 pm
Forum: Modding interface requests
Topic: Changing LuaCustomChartTag::position to writable? Or?
Replies: 2
Views: 821

Re: Changing LuaCustomChartTag::position to writable? Or?

How about before replacing the new tag, check if it is already chunk-aligned? Let me show my code of method 3: local area = { {npos.x - 0.1, npos.y - 0.1}, {npos.x + 0.1, npos.y + 0.1} } if next(force.find_chart_tags(surface, area)) == nil then force.add_chart_tag(surface, newtag) tag.destroy() end...
by Schallfalke
Mon Jul 29, 2019 5:24 pm
Forum: Modding interface requests
Topic: Changing LuaCustomChartTag::position to writable? Or?
Replies: 2
Views: 821

Changing LuaCustomChartTag::position to writable? Or?

It seems LuaCustomChartTag::position is read-only? https://lua-api.factorio.com/latest/LuaCustomChartTag.html shows: class LuaCustomChartTag ... position :: Position [R] The position of this tag. ... My use case is that I want to make a mod that auto-align chart tags to chunks, so the icons will til...
by Schallfalke
Sat Jul 27, 2019 3:49 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Rich text input assistant GUI
Replies: 9
Views: 2943

Re: Rich text input assistant GUI

Like this GUI? https://mods-data.factorio.com/assets/6d69c6fa57489ce2df1fe57c694c93fd309efd5c.png This GUI is from Creative Chests Yes, somehow like that, although I prefer it to be categorized and smaller (thus it can be side-by-side with the station name input box). The vanilla map chart tag sele...
by Schallfalke
Thu Jul 25, 2019 10:13 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Rich text input assistant GUI
Replies: 9
Views: 2943

[Solved] Rich text input assistant GUI

My main use would be using icons in station names (e.g., "Copper ore unload", "Copper ore load 1", etc.). Replacing those text with icons (as rich text) would be nice and quick to look up. Another use could be typing those rich text into chat. I expect the following features to b...
by Schallfalke
Tue Jul 23, 2019 7:52 pm
Forum: Modding help
Topic: [Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
Replies: 4
Views: 1048

Re: [>= 0.17.57] Use of LuaRecipePrototype::hidden_from_player_crafting?

Thank you, it works.

Did not expect different names in different stage. Good information!
by Schallfalke
Tue Jul 23, 2019 6:51 pm
Forum: Modding help
Topic: [Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
Replies: 4
Views: 1048

Re: [>= 0.17.57] Use of LuaRecipePrototype::hidden_from_player_crafting?

In my Schall Alien Loot mod, I modify the recipe prototypes like: { type = "recipe", name = "coal-from-alien-ore-1", icons = { {icon = "__base__/graphics/icons/mip/coal.png"}, {icon = "__SchallAlienLoot__/graphics/icons/from-alien-ore-1.png"} }, icon_size = 64...
by Schallfalke
Tue Jul 23, 2019 6:35 pm
Forum: Modding help
Topic: [Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
Replies: 4
Views: 1048

[Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?

0.17.57 has introduced LuaRecipePrototype::hidden_from_player_crafting . What does it do actually? I set this flag = true to some recipes in my mod. I expected those recipes will be hidden by "E" key player crafting GUI, but still selectable in assembling machines. BUT I have not found it ...
by Schallfalke
Thu Jul 18, 2019 11:51 am
Forum: Duplicates
Topic: [0.17.58] Options language settings not saved
Replies: 1
Views: 617

[0.17.58] Options language settings not saved

I develop various localization for my mods, so I have to switch "options" - "interface" - "language" settings a lot. My usual practice is to change the language to "Deutsch (de)", then quit and restart the game. The game starts in the new language, so I can se...

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