Search found 2902 matches
- Sat Nov 28, 2020 12:53 pm
- Forum: Modding help
- Topic: Cannot add new recipe
- Replies: 1
- Views: 734
Re: Cannot add new recipe
data:extend( { { type = "recipe", name = "wood (recipe)", enabled = true, ingredients = { {"iron-plate", 1}, }, result = "wood", result_count = 3, allow_decomposition = true } } ) Don't use space and brackets. name = "wood-recipe" But much better ju...
- Sat Nov 28, 2020 12:50 pm
- Forum: Modding help
- Topic: Help with collision_mask
- Replies: 1
- Views: 637
Re: Help with collision_mask
Just add two extra collision layers.
- Sat Nov 28, 2020 11:23 am
- Forum: Ideas and Requests For Mods
- Topic: Power Late game "Energija"
- Replies: 3
- Views: 928
- Thu Nov 26, 2020 3:47 pm
- Forum: Modding help
- Topic: Spawn ore when landfill is placed
- Replies: 14
- Views: 2273
Re: Spawn ore when landfill is placed
He is tried, but used ipairs instead of pairs. What's wrong with using ipairs to iterate an array? If anything that's more correct than your use of pairs. [Edit: Meh, but i don't want to derails this into a discussion about code quality, or the handfull of things you could do to make that bit of co...
- Thu Nov 26, 2020 2:59 pm
- Forum: Modding help
- Topic: Spawn ore when landfill is placed
- Replies: 14
- Views: 2273
Re: Spawn ore when landfill is placed
Giving you a ready-to-use function like @darkfrei is what i called "please make the mod for me". Which i will never do because i follow the teach a man how to fish rule, which dictates that giving you the function is the opposite of helping you learn. I'm not trying to be mean or anything...
- Thu Nov 26, 2020 2:16 pm
- Forum: Modding help
- Topic: Spawn ore when landfill is placed
- Replies: 14
- Views: 2273
Re: Spawn ore when landfill is placed
i said i needed a way to spawn ores on the landfill that has been placed and i said this is the code i had so far and i needed help with not only the error but also the spawns ores on placed landfill https://lua-api.factorio.com/latest/events.html#on_player_built_tile https://lua-api.factorio.com/l...
- Tue Nov 24, 2020 2:38 pm
- Forum: Won't implement
- Topic: Event request: on_water_polluted
- Replies: 1
- Views: 982
Event request: on_water_polluted
Hi devs!
Is it possible to get the event where the water was replaced with the green water?
Something like https://lua-api.factorio.com/latest/eve ... _set_tiles
but for replaced water.
Is it possible to get the event where the water was replaced with the green water?
Something like https://lua-api.factorio.com/latest/eve ... _set_tiles
but for replaced water.
- Mon Nov 23, 2020 7:11 am
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2391
Re: [Request] Steam Locomotive mod (Graphics are done)
You can ask the mod author for his help.
Can you make the tender for it?
- Wed Nov 18, 2020 6:35 am
- Forum: Modding help
- Topic: Change image of tiles
- Replies: 4
- Views: 1142
Re: Change image of tiles
So i just looked the above posts but non of them work. Also i forgot to mention that i want to change water into the void so that water looks like the void but still functions as water. It works, but makes no difference. Probably all pictures must be grayscale, not colored before tint. UPD: data.ra...
- Tue Nov 17, 2020 8:13 pm
- Forum: Modding help
- Topic: Change image of tiles
- Replies: 4
- Views: 1142
Re: Change image of tiles
Actually, it can be tinted as deep tint function: function deep_tint (tabl, tint) for i, v in pairs (tabl) do if type (v) == "table" then deep_tint (v, tint) end end if tabl.picture then tabl.tint = tint end end -- call the deep tint function: deep_tint (data.raw.tile.water, {r=1,g=0,b=0,a...
- Tue Nov 17, 2020 8:08 pm
- Forum: Modding help
- Topic: Change image of tiles
- Replies: 4
- Views: 1142
Re: Change image of tiles
I use the info-mod to find such prototype definitions: data.raw.tile.water.variants.main[1].tint={r=1,g=0,b=0,a=1} data.raw.tile.water.variants.main[1].hr_version.tint={r=1,g=0,b=0,a=1} data.raw.tile.water.variants.main[2].tint={r=1,g=0,b=0,a=1} data.raw.tile.water.variants.main[2].hr_version.tint={...
- Mon Nov 16, 2020 6:41 am
- Forum: Already exists
- Topic: Function referencing to entity health %
- Replies: 7
- Views: 3184
- Sun Nov 15, 2020 6:30 pm
- Forum: Ideas and Requests For Mods
- Topic: Steam Locomotive mod (Graphics are done) (Edit: and now an alpha version of the mod.)
- Replies: 8
- Views: 2391
Re: Steam Locomotive mod (Graphics are done)
I have made the graphics for a steam locomotive. I have put them in game by replacing the sprite sheet. (See screenshot. Possibly not the final render of the locomotive though. Might fiddle more with the colours and textures.) But would anyone be willing to help me code it in as an actual mod? You ...
- Fri Nov 13, 2020 9:19 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] - Vehicle damage animation (smoke/fire)
- Replies: 4
- Views: 1908
Re: [Idea/Request] - Vehicle damage animation (smoke/fire)
Hello!!!! thank you so much for responding :shock: I had kind of given up on even getting a response from anyone at all. How would I go about this? Would I have to modify the entry for a vehicle in the entities-prototype?and if this is correct, what would I need to put there? I have the vision, the...
- Fri Nov 13, 2020 12:07 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 99079
Re: Friday Facts #363 - 1.1 is getting close
How about to rework heat pipes?
https://mods.factorio.com/mod/heat_glow
https://mods.factorio.com/mod/heat_glow
- Mon Nov 09, 2020 10:39 am
- Forum: Ideas and Suggestions
- Topic: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.
- Replies: 8
- Views: 2516
Re: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.
https://mods.factorio.com/mod/HugeChestsLazyLoneLion wrote: ↑Mon Nov 09, 2020 9:10 amAll we need -- any chest of even width/length. Let it be 2x1 (ideally) or 2x2
- Fri Nov 06, 2020 9:58 pm
- Forum: Mods
- Topic: [Request] Oil patch remover
- Replies: 5
- Views: 1871
Re: [Request] Oil patch remover
You can use this mod for it: Don't build on ores
- Fri Nov 06, 2020 8:04 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 2551
Re: [Request] Speed/Prodictivty effecting burner tech
Beacon modules definition: data.raw.beacon.beacon.allowed_effects = {"consumption", "speed", "pollution"} You are looking for: data.raw.beacon.beacon.supply_area_distance = 3 data.raw.beacon.beacon.distribution_effectivity = 0.5 data.raw.beacon.beacon.module_specificati...
- Fri Nov 06, 2020 11:50 am
- Forum: Questions, reviews and ratings
- Topic: UPS save mods for Vanilla like megabase
- Replies: 1
- Views: 1094
Re: UPS save mods for Vanilla like megabase
Any one have or know simillar mods that will help with UPS in train/bots based megabase, keeping gameplay as close to vanilla as possible, i will be thankful. https://mods.factorio.com/mod/5xProduction - also helps bots to take more items if they can. https://mods.factorio.com/mod/Tiers32 - stackin...
- Wed Nov 04, 2020 8:21 am
- Forum: Ideas and Requests For Mods
- Topic: (Joke) Bad Mod Ideas
- Replies: 9
- Views: 3058
Re: (Joke) Bad Mod Ideas
#1: A mod that adds 1 wood to every recipe in the game. Cannot test right now, but must work with all mods: for recipe_name, recipe in pairs (data.raw.recipe) do local handlers = recipe.normal and {recipe.normal, recipe.expensive} or {recipe} for _, handler in pairs (handlers) do if handler.ingredi...