Search found 2902 matches

by darkfrei
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...
by darkfrei
Sat Nov 28, 2020 12:50 pm
Forum: Modding help
Topic: Help with collision_mask
Replies: 1
Views: 638

Re: Help with collision_mask

Just add two extra collision layers.
by darkfrei
Sat Nov 28, 2020 11:23 am
Forum: Ideas and Requests For Mods
Topic: Power Late game "Energija"
Replies: 3
Views: 928

Re: Power Late game "Energija"

mithra wrote:
Wed Nov 25, 2020 12:01 pm
Something like that, same concept. Thank you. Glad that there is already mod for that.
Also
https://mods.factorio.com/mod/OrbitalSolarPower
by darkfrei
Thu Nov 26, 2020 3:47 pm
Forum: Modding help
Topic: Spawn ore when landfill is placed
Replies: 14
Views: 2275

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...
by darkfrei
Thu Nov 26, 2020 2:59 pm
Forum: Modding help
Topic: Spawn ore when landfill is placed
Replies: 14
Views: 2275

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...
by darkfrei
Thu Nov 26, 2020 2:16 pm
Forum: Modding help
Topic: Spawn ore when landfill is placed
Replies: 14
Views: 2275

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...
by darkfrei
Tue Nov 24, 2020 2:38 pm
Forum: Won't implement
Topic: Event request: on_water_polluted
Replies: 1
Views: 983

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.
by darkfrei
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: 2395

Re: [Request] Steam Locomotive mod (Graphics are done)

AlveKatt wrote:
Sun Nov 22, 2020 2:05 pm
Would still love to cooperate with someone who actually knows how to code mods for Factorio. There seems to be so many script files involved, and it feels daunting to figure out what affects what.
You can ask the mod author for his help.

Can you make the tender for it?
by darkfrei
Wed Nov 18, 2020 6:35 am
Forum: Modding help
Topic: Change image of tiles
Replies: 4
Views: 1143

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...
by darkfrei
Tue Nov 17, 2020 8:13 pm
Forum: Modding help
Topic: Change image of tiles
Replies: 4
Views: 1143

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...
by darkfrei
Tue Nov 17, 2020 8:08 pm
Forum: Modding help
Topic: Change image of tiles
Replies: 4
Views: 1143

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={...
by darkfrei
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: 2395

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 ...
by darkfrei
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...
by darkfrei
Fri Nov 13, 2020 12:07 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99125

Re: Friday Facts #363 - 1.1 is getting close

How about to rework heat pipes?
https://mods.factorio.com/mod/heat_glow
by darkfrei
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: 2518

Re: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.

LazyLoneLion wrote:
Mon Nov 09, 2020 9:10 am
All we need -- any chest of even width/length. Let it be 2x1 (ideally) or 2x2
https://mods.factorio.com/mod/HugeChests
by darkfrei
Fri Nov 06, 2020 9:58 pm
Forum: Mods
Topic: [Request] Oil patch remover
Replies: 5
Views: 1871

Re: [Request] Oil patch remover

Evilness wrote:
Fri Nov 06, 2020 6:33 pm
Thank you so much. My OCD wont let me build over resources.
You can use this mod for it: Don't build on ores
by darkfrei
Fri Nov 06, 2020 8:04 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 10
Views: 2553

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...
by darkfrei
Fri Nov 06, 2020 11:50 am
Forum: Questions, reviews and ratings
Topic: UPS save mods for Vanilla like megabase
Replies: 1
Views: 1095

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...
by darkfrei
Wed Nov 04, 2020 8:21 am
Forum: Ideas and Requests For Mods
Topic: (Joke) Bad Mod Ideas
Replies: 9
Views: 3072

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...

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