Search found 60 matches
- Thu May 19, 2022 8:34 am
- Forum: Modding interface requests
- Topic: Request: module_specification.allowed_module_categories
- Replies: 11
- Views: 1729
Re: Request: module_specification.allowed_module_categories
Another +1 There are cases where I want modules that are building specific, but right now I have to either: A. Design said modules with use in labs, miners, and the desired building (if it even has a recipe) in mind B. Restrict undesired building from using one of the effect types, and add an amount...
- Thu Apr 21, 2022 3:23 pm
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 7
- Views: 474
Re: .neighbours on ghost electric poles
Fair enough, I appreciate the clarification.
- Wed Apr 20, 2022 11:27 am
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 7
- Views: 474
Re: .neighbours on ghost electric poles
Please do not reuse resolved bug reports for unrelated stuff. Also LuaEntity::belt_neighbours cannot be used on electric poles so your report is invalid. Replying in the correct thread, this is in the same vein as the bug report the quote is from. I may be mistaken but the bugs seem quite similar -...
- Tue Apr 19, 2022 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.57] Belt ghosts can't have their belt_neighbours checked
- Replies: 3
- Views: 439
- Tue Apr 19, 2022 10:08 am
- Forum: Modding interface requests
- Topic: Actually, I want to create a machine with more than 255 frames of animation
- Replies: 7
- Views: 320
Re: Actually, I want to create a machine with more than 255 frames of animation
I have to ask, is this for your miku roboport?
- Sun Apr 17, 2022 9:54 am
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 585
Re: Do not change "ALT mode" when pressing ALT+TAB
I moved my alt mode to right alt to prevent this.
- Mon Apr 11, 2022 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Configurable screen edge for hot-/shortcut-bars
- Replies: 5
- Views: 165
Re: Configurable screen edge for hot-/shortcut-bars
This would be really nice for playing at 21:9
- Mon Apr 11, 2022 1:16 pm
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6157
Re: [MOD 0.17] Ice Ore
My mistake - I was meant to have said just add to data, not data updates. It works! Version: 1.1.5 Date: 2022-04-10 Info: - Updated by Qon, on request by lyvgbfh. Features: - Added compatibility with Omnimatter mod. 1:5 as initial ratio seems very hard. Omnimatter can be used as fuel directly so co...
- Mon Apr 11, 2022 9:23 am
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6157
- Mon Apr 11, 2022 5:17 am
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6157
Re: [MOD 0.17] Ice Ore
Would you mind adding the following to the end of data-updates, along with an optional dependency on omnimatter? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_re...
- Sun Apr 10, 2022 11:53 am
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6157
Re: [MOD 0.17] Ice Ore
Iron & Copper are 1:8, Stone is produced as a byproduct from the waste.What's the initial ratio for the other basic resources?
Yes, all ore patches are replaced with omnite, which is then processed into ores.Is omnimatter conversion usually the only source of resources?
- Sat Apr 09, 2022 10:25 pm
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6157
Re: [MOD 0.17] Ice Ore
What do the numbers mean? omni.matter.add_initial(ore_name, extraction_yield, extraction_waste) omni.matter.add_resource(ore_name, ore_tier) For the first function, it's the initial ratio (1 ore to 5 waste). For the second, it's the "tier" of the ore. 1 indicates it's available at the sam...
- Sat Apr 09, 2022 12:16 pm
- Forum: Mods
- Topic: [MOD 0.17] Ice Ore
- Replies: 30
- Views: 6157
Re: [MOD 0.17] Ice Ore
Would you mind adding the following to the end of data.lua along with an optional dependency? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_resource("ice-ore...
- Sat Mar 19, 2022 11:24 pm
- Forum: Technical Help
- Topic: [1.1.53] Wen Updating/Downloading Mod Could Not Resolve Host
- Replies: 3
- Views: 283
Re: [1.1.53] Wen Updating/Downloading Mod Could Not Resolve Host
I'm getting a result from cloudflare myself, maybe a temporary issue?
- Sat Mar 12, 2022 9:59 am
- Forum: Fixed for 1.2
- Topic: [0.15.35] Boiler type entities cannot eject burnt items
- Replies: 11
- Views: 3575
Re: [0.15.35] Boiler type entities cannot eject burnt items
When a boiler's burnt result inventory is full, it seems to just delete further burnt results. Along with that, burnt results can only be manually removed from burner inserters.
Any chance of a revisit here?
Any chance of a revisit here?
Re: SeaTorio
Hello, I gave this a try but it does not load with the minimum mod set. 2.754 Error ModManager.cpp:1577: Failed to load mod "SeaTorio": __SeaTorio__/prototypes/unlock.lua:3: attempt to index field 'dirty-water-filtration-aluminum' (a nil value) stack traceback: __SeaTorio__/prototypes/unlo...
- Sat Mar 12, 2022 12:04 am
- Forum: Duplicates
- Topic: [1.1.56] Inserters take fuel instead of burnt result in boilers
- Replies: 1
- Views: 183
[1.1.56] Inserters take fuel instead of burnt result in boilers
When boiler-types are given a burnt result, the inserters will prioritize removing the fuel over the burnt result, and only remove the result when the fuel is empty. With stone furnaces, this is not the case, they correctly prioritize their outputs. boiler-example.png As a side effect, this also lea...
- Sun Feb 27, 2022 9:48 am
- Forum: PyMods
- Topic: Discord server?
- Replies: 1
- Views: 373
- Sun Feb 27, 2022 4:37 am
- Forum: Technical Help
- Topic: CentOS 7.9 system error
- Replies: 1
- Views: 180
Re: CentOS 7.9 system error
Looks like you config might be pointing the data to the wrong place. Try changing it to the default:
in Factorio/config/config.ini
Code: Select all
[path]
read-data=__PATH__executable__\..\..\data
write-data=__PATH__executable__\..\..
- Tue Feb 22, 2022 10:57 am
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 7
- Views: 474
Re: .neighbours on ghost electric poles
I hope bumping this is acceptable - it seems this behavior may not be intended, since I can connect_neighbour & disconnect_neighbour on ghost poles, but not access their .neighbours.