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[0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Mon May 07, 2018 7:22 pm
by lovely_santa
Hi,
I'm currently working on changing the way the rocket is made

. Here I use the following (relevant) code to make the rocket recipe visible, so it can be set just like an assembler:
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].fixed_recipe = nil
data.raw["rocket-silo"]["rocket-silo"].rocket_parts_required = 1
data.raw["recipe"]["rocket-part"].hidden = nil
Apart from that I also change the subgroup, item and recipe, but thats irrelevant in this case:

- Knipsel.PNG (661.26 KiB) Viewed 2206 times
As you can see, its showing "Made in:", but its not showing the rocket-silo as building that its build in, and yes, the recipe is still set to crafting in "rocket-building".
Kind regards,
lovely_santa
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Mon May 07, 2018 7:28 pm
by Klonan
Rocket silo cannot handle the recipe it has too many ingredients.
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].ingredient_count = 6
to fix it
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Mon May 07, 2018 7:35 pm
by lovely_santa
Yup, I totaly missed that...
This fixed it...
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].ingredient_count = 6
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Tue May 08, 2018 8:38 am
by bobingabout
Honestly, why is that tag even on the rocket silo? it trips up so many people, including myself.
and doubly so when you have packs like mine, and angels and more mods adding an ingredient to the rocket silo, but we all set it to 4 (1 above the existing), so the rocket part ends up with 5 or 6 ingredients, but everyone along the chain sets it to 4.
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Sat Jun 02, 2018 12:28 pm
by lovely_santa
First of all, I don't set a "fixed recipe" on the rocket silo, and second of all, you should look if the number of ingredients is lower then yours, if you need 4 items, but its already set to 5 or 6, don't change it back to 4...
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Sat Jun 02, 2018 2:57 pm
by darkfrei
If we have
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].ingredient_count = nil
then we can have unlimited ingredients?
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Sat Jun 02, 2018 6:27 pm
by lovely_santa
darkfrei wrote:If we have
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].ingredient_count = nil
then we can have unlimited ingredients?
No, as i think it needs the ingredient_count set to a value...
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Sat Jun 02, 2018 9:48 pm
by eradicator
lovely_santa wrote:darkfrei wrote:If we have
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].ingredient_count = nil
then we can have unlimited ingredients?
No, as i think it needs the ingredient_count set to a value...
Recipies can't have unlimited ingredients. So just set it to 10^10 or something and move on :P. I don't even understand the whole concept of "ingredient count". Recipes are already limited by crafting_category. There's no point of imposing another limit.
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Sat Jun 02, 2018 9:53 pm
by Bilka
eradicator wrote:So just set it to 10^10 or something and move on

.
That will throw an error

Max value is 255, since it's an uint8:
https://wiki.factorio.com/Prototype/Ass ... ient_count
Re: [0.16.41][Modding] rocket-part not showing "made in" icon
Posted: Sat Jun 02, 2018 10:01 pm
by eradicator
Well, i did say "or something". Haven't yet gotten around to memorizing value types of every variable ;p.