Search found 50 matches
- Sat Mar 16, 2024 6:18 pm
- Forum: Modding help
- Topic: Item Categories and SubCategories Help
- Replies: 4
- Views: 390
Re: Item Categories and SubCategories Help
It isn't in the crafting menu (handcrafting or assembler recipe selection) The rocket-part recipe you're copying is hidden and not handcraftable. If you want to check how it shows up in in-game machine GUIs, you'd have to unhide it and make a machine that can craft the "rocket-building" c...
- Fri Mar 08, 2024 1:18 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Narrow Gauge Railway
- Replies: 5
- Views: 678
Re: [Mod Request] Narrow Gauge Railway
Not possible. The game forces all rails to be placed on a 2 by 2 grid, regardless of their actual size. So unless you want a smaller rail which is centred in between 2 tiles this very much isn't possible. You will have to ask the developers why the limitation is there and if it can be removed. If t...
- Fri Mar 08, 2024 1:06 pm
- Forum: Modding help
- Topic: Calling other mods functions in the data stage
- Replies: 7
- Views: 471
Re: Calling other mods functions in the data stage
Sorry, replying from a phone so it's difficult to quote out the needed part. And for some reason I didn't think to put it like this before: pre-control stage, the different mods are not very well sandbox. While they are not able to access each other's local vars, they can access each other's global...
- Fri Mar 08, 2024 12:56 pm
- Forum: Modding help
- Topic: Item Categories and SubCategories Help
- Replies: 4
- Views: 390
Re: Item Categories and SubCategories Help
How are you checking that the subgroup exists? When I use your code and search for it in the prototype explorer (opened with CTRL + SHIFT + E by default) it's there as expected. Are you maybe looking at the subgroup of the item you create? The code you pasted doesn't set it on the item, so it will ...
- Fri Mar 08, 2024 12:53 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17807
Re: Friday Facts #397 - Factoriopedia
Wrong way around.FasterJump wrote: ↑Fri Feb 16, 2024 11:53 amShould't it be "Rocket's capacity" rather than "Rocket Capacity"?
- Fri Mar 08, 2024 12:53 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17807
Re: Friday Facts #397 - Factoriopedia
Don't forget Encycloπdia!Svip wrote: ↑Sat Feb 10, 2024 6:12 pmIf you're going that route, you gotta spell Encyclopædia.Loewchen wrote: ↑Sat Feb 10, 2024 5:49 pmI'd go with one of these:BrainlessTeddy wrote: ↑Sat Feb 10, 2024 4:42 pmThat looks really great. Tho if I may, I'd suggest a name change to Factoripedia. Just easier on the tongue.
- Encyclopedia Factoria
- Sat Feb 10, 2024 1:15 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17807
Re: Friday Facts #397 - Factoriopedia
How was i supposed to know that?Qon wrote: ↑Sat Feb 10, 2024 11:52 amYou mean Recipe Book by Wube employee raiguard got his... job stolen... by himself?BraveCaperCat wrote: ↑Sat Feb 10, 2024 10:05 amAlso, to the developers of Recipe Book and FJEI, I think someone stole your job!
- Sat Feb 10, 2024 1:14 pm
- Forum: Modding help
- Topic: Item Categories and SubCategories Help
- Replies: 4
- Views: 390
Item Categories and SubCategories Help
I am making a mod and it adds an Item Category and Item SubCategory and they don't show up ingame, even though the mod adds items/recipes to those SubCategories. Code (which adds the Categories/SubCategories): local RocketItemCategory = table.deepcopy(data.raw['item-group']['production']) RocketItem...
- Sat Feb 10, 2024 10:05 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17807
Re: Friday Facts #397 - Factoriopedia
Plus, if you are using WIndows you might not be able to use the RIght Alt button soon! They are replacing it with a new key! That'll be funny for the half of the world that needs the right alt key for things like {, [, @, ], }, ~, |, ... Yeah, Microsoft are (trying to) replace it with an AI button!...
- Fri Feb 09, 2024 8:47 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17807
Re: Friday Facts #397 - Factoriopedia
Don't worry you can just ALT + Left click practically anything Sooo... default keybinding for changing Alt mode from left alt to right alt when? :P I have already done that long time ago, it's annoying if Alt+Tab turns off Alt mode. Probably more so with new keybind like this for Factoriopedia. No ...
- Fri Feb 09, 2024 8:44 pm
- Forum: Modding help
- Topic: Rocket Item Prototype
- Replies: 8
- Views: 397
Re: Rocket Item Prototype
I also think that the prototypes by the name of 'rocket-silo' and 'rocket-silo-rocket' are not the same as the prototype by the name of 'rocket' Well, yeah. Rocket is the thing you fire from a rocket launcher at biters, while rocket silo is the structure that launches the rocket silo rocket into or...
- Fri Feb 09, 2024 4:37 pm
- Forum: Modding help
- Topic: Renaming Items
- Replies: 1
- Views: 149
Renaming Items
I want to know how to rename items SAFELY. For instance, i would like to rename the prototypes for Rocket Fuel to Basic Rocket Fuel, since in my mod, It won't be used for any rockets DIRECTLY. I can handle everything other than this, but i want compattibility with other mods which do anything with R...
- Fri Feb 09, 2024 4:26 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17807
Re: Friday Facts #397 - Factoriopedia
Don't worry you can just ALT + Left click practically anything Sooo... default keybinding for changing Alt mode from left alt to right alt when? :P I have already done that long time ago, it's annoying if Alt+Tab turns off Alt mode. Probably more so with new keybind like this for Factoriopedia. No ...
- Fri Feb 09, 2024 4:21 pm
- Forum: Modding help
- Topic: Rocket Item Prototype
- Replies: 8
- Views: 397
Re: Rocket Item Prototype
Ah, apologies, I was thinking of the wrong rocket. :P data.raw.ammo.rocket It's in the item.lua file in the base game files. I think i figured that one out by myself just a bit before you posted it. I also think that the prototypes by the name of 'rocket-silo' and 'rocket-silo-rocket' are not the s...
- Fri Feb 09, 2024 4:05 pm
- Forum: Gameplay Help
- Topic: Highest Signal Combinator Setup
- Replies: 8
- Views: 569
Re: Highest Signal Combinator Setup
EVERYONE! I realised that the thing i am making with some modded combinators, well that modded combinator picks the largest signal when there are multiple so i don't actually need this anymore.
- Fri Feb 09, 2024 10:01 am
- Forum: Gameplay Help
- Topic: Highest Signal Combinator Setup
- Replies: 8
- Views: 569
Re: Highest Signal Combinator Setup
0eNrtXFmO20YQvQs/A9Fhd3MVnACGD2DAkz9jIFBij9SwRApcJhkMdIDcIj+5WE6SpiRzX6qohRqPfgwPpS5216uu5XW1XpX5OuHbUPixMn1VxCLwI2X67VWJxNJ31+mz+GXLlanyLMI4kU8miu9u0geHb6gPym6iCN/jfylTspsgRn4pjKSokV8LIxlq5B+FkfrucaJwPxax4IdF7/94mfnJZs5DuZxstMcXwuOhugg2c+G7cRBKydsgkkMDP32tFOd8MCbKizJVqS7f4YmQLw6f6hNFqjUOg/Vszlfus5...
- Fri Feb 09, 2024 9:02 am
- Forum: Gameplay Help
- Topic: Highest Signal Combinator Setup
- Replies: 8
- Views: 569
Highest Signal Combinator Setup
I have say, a power pole with a bunch of different signals, say on the red wire. I want to pass through whichever of those signals on the red wire has greatest value, but without first defining how many signals there are. Is this possible, and if so can i have a blueprint (string) for it?
- Thu Feb 08, 2024 4:10 pm
- Forum: Modding help
- Topic: Rocket Item Prototype
- Replies: 8
- Views: 397
Re: Rocket Item Prototype
https://lua-api.factorio.com/latest/prototypes/RocketSiloRocketPrototype.html It's exact listing in the game field I don't know, but you should be able to search the Lua files with information from there. I meant the missile thing. As far as I'm aware, that is the missile thing. "rocket-silo- ...
- Thu Feb 08, 2024 3:40 pm
- Forum: Modding help
- Topic: Rocket Item Prototype
- Replies: 8
- Views: 397
Re: Rocket Item Prototype
I meant the missile thing.FuryoftheStars wrote: ↑Tue Feb 06, 2024 8:45 pmhttps://lua-api.factorio.com/latest/pro ... otype.html
It's exact listing in the game field I don't know, but you should be able to search the Lua files with information from there.
- Thu Feb 08, 2024 3:34 pm
- Forum: Modding help
- Topic: Need help with mass adding byproducts to recipes with a certain item
- Replies: 7
- Views: 471
Re: Need help with mass adding byproducts to recipes with a certain item
I managed to frankenstein this code and it works. -- Add byproducts data.raw.recipe["edrill-0to1"].main_product="electric-mining-drill" data.raw.recipe["edrill-0to1"].results={{name="electric-mining-drill",probability=1,amount=1},{name="iron-dust",p...