Search found 12 matches
- Thu Oct 31, 2024 9:51 am
- Forum: Modding help
- Topic: [2.0/Space Age] Hiding surfaces from the remote view
- Replies: 2
- Views: 183
Re: [2.0/Space Age] Hiding surfaces from the remote view
Thank you Silari, I apparently missed that.
- Mon Oct 28, 2024 8:47 pm
- Forum: Modding help
- Topic: [2.0/Space Age] Hiding surfaces from the remote view
- Replies: 2
- Views: 183
[2.0/Space Age] Hiding surfaces from the remote view
The remote view seems to show all surfaces available in the game, even those generated by mods. Is there an option to create a "hidden" surface that's not listed in the remote view? NiceFill generates an additional surface when placing landfill, to know exactly which tile it needs to repla...
- Thu Oct 24, 2024 5:49 pm
- Forum: Assigned
- Topic: [raiguard] [All versions?] Mining Drills don't show contents of outgoing fluid box
- Replies: 0
- Views: 73
[raiguard] [All versions?] Mining Drills don't show contents of outgoing fluid box
I've never really noticed this before but apparently Pumpjacks, which are the only mining drills using an outgoing fluid box, don't actually display how full it is? For example: screenshot 2024-10-24 19.25.05.png I only know it's full because it says it's full, but there's no information regarding w...
- Thu Oct 24, 2024 3:17 pm
- Forum: Gameplay Help
- Topic: [2.0.7] Melting ice platform
- Replies: 4
- Views: 1161
Re: [2.0.7] Melting ice platform
There's now a mod for that
- Thu Oct 24, 2024 10:43 am
- Forum: Gameplay Help
- Topic: [2.0.7] Melting ice platform
- Replies: 4
- Views: 1161
Re: [2.0.7] Melting ice platform
That's a shame, the mechanic is in the game so I wonder why they didn't set it up. Several other tiles in the code refer to a thawed or a frozen variant, so clearly there's some sort of temperature threshold in the game that tiles use to change from one to the other. Just did some testing. data.raw....
- Wed Oct 23, 2024 4:02 pm
- Forum: Gameplay Help
- Topic: [2.0.7] Melting ice platform
- Replies: 4
- Views: 1161
[2.0.7] Melting ice platform
So, the ingame tooltip and the wiki both mention that ice platforms "will melt if exposed to heat"
Exactly how does this work? I've got a few heatpipes at max heat next to a section of ice platform, and they're not melting.
Exactly how does this work? I've got a few heatpipes at max heat next to a section of ice platform, and they're not melting.
- Tue Oct 22, 2024 11:44 am
- Forum: Modding interface requests
- Topic: [2.0.7] expose tile conditions during runtime
- Replies: 0
- Views: 53
[2.0.7] expose tile conditions during runtime
Please expose the tile_conditions (and invert) from https://lua-api.factorio.com/2.0.7/prot ... ce_as_tile during runtime on https://lua-api.factorio.com/2.0.7/conc ... esult.html
- Mon Oct 21, 2024 7:35 pm
- Forum: Modding help
- Topic: [Space Age] Testing mods on new planets
- Replies: 1
- Views: 185
[Space Age] Testing mods on new planets
Now that Space Age is available I was wondering if there's a quick way to go to the new planets to test my mods, without first having to do a complete playthrough to unlock them all?
- Fri Sep 06, 2024 6:28 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 34578
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I was a bit taken aback by this, but I guess what you're saying is: Destroyed rocks won't drop stone. But mined rocks (and deconstructed rocks) still will. This makes sense in the context of the game, as destroyed trees don't drop wood and destroyed cliffs don't drop anything. Yes exactly, mining t...
- Mon Jan 09, 2023 6:12 pm
- Forum: Mod portal Discussion
- Topic: Error: Failed to upload mod: Unknown error. (code: 500)
- Replies: 14
- Views: 4949
Error: Failed to upload mod: Unknown error. (code: 500)
Trying to publish an update, but getting "Error: Failed to upload mod: Unknown error. (code: 500)"
Zip file:
Zip file:
- Tue Dec 06, 2022 6:30 pm
- Forum: Not a bug
- Topic: [1.1.74] Ammo types applying an effect don't get damage bonus
- Replies: 1
- Views: 918
[1.1.74] Ammo types applying an effect don't get damage bonus
I'm currently working on a mod that adds extra ammo types. While testing the application of stickers when hitting a target, I noticed that the sticker only applies its base damage, and ignores any damage from ammo bonuses. Take the following ammo type screenshot 2022-12-06 19.16.38.png For testing p...
- Sun May 02, 2021 12:51 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29878
Re: [MOD 0.16.x] NiceFill
Please add the following code snippet for compatibility with mods that place tiles, like Klonan's Repair Turret or when using Instant Blueprint from Creative mod script.on_event(defines.events.script_raised_set_tiles, function(event) if DEBUG then log( "NiceFill script_raised_set_tiles" ) ...