Search found 3157 matches
- Wed Jun 12, 2024 10:01 am
- Forum: Modding help
- Topic: data-update vs data-final-fixes with 2 dependant mods to order speaker sound list : i don't understand why i fail
- Replies: 2
- Views: 93
Re: data-update vs data-final-fixes with 2 dependant mods to order speaker sound list : i don't understand why i fail
The mod that adds the instruments in data-updates is inserting into speaker.instruments[#speaker.instruments+2] and speaker.instruments[#speaker.instruments+3] etc, so it is leaving gaps. The final fixes mod inserts the instruments into one of those gaps. The first mod would have to insert into spea...
- Mon Jun 03, 2024 1:23 pm
- Forum: Resolved Requests
- Topic: Unused (?) runtime concepts in v1.1.108
- Replies: 1
- Views: 208
Re: Unused (?) runtime concepts in v1.1.108
The variant fields of the AttackParameters runtime type weren't getting parsed. All the types are used there. I fixed this for the next doc release, thank you for the report!
- Mon Jun 03, 2024 1:09 pm
- Forum: Resolved Requests
- Topic: $ref($runtime, (name)) appears in documentation examples in v1.1.108
- Replies: 1
- Views: 161
Re: $ref($runtime, (name)) appears in documentation examples in v1.1.108
Thanks for the note. We decided that examples are code only, so they cannot contain links and I've removed them for the next docs release.
- Mon Jun 03, 2024 8:02 am
- Forum: Implemented mod requests
- Topic: Raise an event if color of an entity is changed by player or script
- Replies: 2
- Views: 599
Re: Raise an event if color of an entity is changed by player or script
Hello, this was added at some point: https://lua-api.factorio.com/latest/eve ... or_changed
- Mon Jun 03, 2024 8:02 am
- Forum: Implemented mod requests
- Topic: New event on_entity_color_changed
- Replies: 1
- Views: 687
Re: New event on_entity_color_changed
Hello, this was added at some point: https://lua-api.factorio.com/latest/eve ... or_changed
- Mon May 27, 2024 3:00 pm
- Forum: Resolved Requests
- Topic: SpritePath can also be in the form type.name
- Replies: 1
- Views: 353
Re: SpritePath can also be in the form type.name
Thanks for the note, documented in the next doc release.
- Mon May 27, 2024 9:48 am
- Forum: Technical Help
- Topic: Scenario error in tutorial
- Replies: 1
- Views: 331
Re: Scenario error in tutorial
Hey, this error indicates that the "factorio-cover.png" file doesn't exist in the data\base\campaigns\tutorial\level-05 folder. However, it should be there by default. So, most likely your install is corrupted somehow. If you use Steam, try using Steam's verify game files function. Or, if ...
- Mon May 27, 2024 8:52 am
- Forum: Modding help
- Topic: Is there a way to un-unlock-shortcut-bar?
- Replies: 2
- Views: 150
Re: Is there a way to un-unlock-shortcut-bar?
You can't do this in mods.
- Mon May 27, 2024 8:51 am
- Forum: Resolved Requests
- Topic: Update the type of EffectValue to be be uint16
- Replies: 4
- Views: 304
Re: Update the type of EffectValue to be be uint16
Thanks for noting this, I added the range given by boskid to the docs for the next release.
- Mon May 27, 2024 8:51 am
- Forum: Resolved Requests
- Topic: For a repair tool, speed is undocumented
- Replies: 4
- Views: 422
Re: For a repair tool, speed is undocumented
Thanks for the note, added for the next doc release.
- Fri May 24, 2024 9:12 pm
- Forum: Modding help
- Topic: How to access the used preset at runtime?
- Replies: 4
- Views: 233
Re: How to access the used preset at runtime?
All presets are available here: https://lua-api.factorio.com/latest/classes/LuaGameScript.html#map_gen_presets The preset used for the current map is not saved. But you can get the current map gen settings are from the surface: https://lua-api.factorio.com/latest/classes/LuaSurface.html#map_gen_sett...
- Wed May 15, 2024 9:56 am
- Forum: Technical Help
- Topic: Help wanted
- Replies: 4
- Views: 267
Re: Help wanted
Use the zip download from the website, not the exe.
- Fri May 10, 2024 7:56 am
- Forum: Modding help
- Topic: Animated Locomotive Running Gear
- Replies: 2
- Views: 243
Re: Animated Locomotive Running Gear
That's not possible. You're out of luck.Maybe there is a way to edit the locomotive prototype to accept rotated animation?
- Fri May 10, 2024 7:43 am
- Forum: Modding help
- Topic: Can someone please count brackets for me? I'm serious.
- Replies: 10
- Views: 532
Re: Can someone please count brackets for me? I'm serious.
There was a comma missing at the end of the first "icon = sprite '3in1-item.png', icon_size = 64" line. And another one at the end of the "{'roboport', 1}" line. data:extend({ {type = 'accumulator', name = '3in1-entity', flags = {'placeable-neutral', 'player-creation'}, icon = sp...
- Wed May 08, 2024 12:38 pm
- Forum: Modding help
- Topic: How to get the GUI element "camera" working
- Replies: 2
- Views: 259
Re: How to get the GUI element "camera" working
Just a heads up: You don't need to set the position of the camera every tick, instead you can just point it at the player character with https://lua-api.factorio.com/latest/cla ... tml#entity.
- Tue May 07, 2024 6:53 pm
- Forum: Resolved Requests
- Topic: remove_tab
- Replies: 4
- Views: 399
Re: remove_tab
And in 2.0 it will be possible to simply call remove_tab() without the extra nil param.
- Sun May 05, 2024 6:14 pm
- Forum: Gameplay Help
- Topic: I can not research Radar
- Replies: 2
- Views: 379
Re: I can not research Radar
Radar's don't need a research, they're unlocked from the start of the game.
- Sun May 05, 2024 9:05 am
- Forum: Modding interface requests
- Topic: [1.1.28] No pollution from Heat Energy Source
- Replies: 3
- Views: 1310
Re: [1.1.28] No pollution from Heat Energy Source
Indeed, heat energy sources generally cannot produce pollution. I added this information to the docs for the next doc release.
- Sun May 05, 2024 8:56 am
- Forum: Resolved Requests
- Topic: What happens on invalid LuaRemote::call?
- Replies: 1
- Views: 303
Re: What happens on invalid LuaRemote::call?
Both cases error, added to the docs for the next doc release.
- Sun May 05, 2024 8:51 am
- Forum: Resolved Requests
- Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
- Replies: 3
- Views: 313
Re: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Thanks for the note, added boskid's info for the next doc release.