For example,when I change signal output from a constant combinator using /c , did other decider combinator change value accordingly in that command execution? if I make a long lua code to output circuit state change,is it observable?
and what is proper way to make a custom combinator?
is there any ...
Search found 74 matches
- Tue Mar 25, 2025 4:56 pm
- Forum: Modding help
- Topic: How did control.lua and /c interact with circuit network?
- Replies: 1
- Views: 70
- Mon Mar 24, 2025 12:25 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants
- Replies: 3
- Views: 169
Re: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants
I think it just not form a group that is manage by the game to be command to build a nest.
- Mon Mar 24, 2025 7:22 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants
- Replies: 3
- Views: 169
Re: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants
I think maybe it has to be a kinda unti control mod,and it might work better to make biter Ally to get gleba out,or we have to make a captured gleba spawner graphic.
the unit control part gonna take some code but no new graphics required.
gleba spawner control require graphics but not the code.
the unit control part gonna take some code but no new graphics required.
gleba spawner control require graphics but not the code.
- Mon Mar 17, 2025 8:15 am
- Forum: Modding interface requests
- Topic: on_script_trigger_effect with quality infomation
- Replies: 0
- Views: 508
on_script_trigger_effect with quality infomation
the source might from a legendary ammo,capsule or even just item spoilage trigger,
When action delivered,quality item do get a boost on damage,so my custom effect too want to scale with its quality.
When action delivered,quality item do get a boost on damage,so my custom effect too want to scale with its quality.
- Fri Mar 14, 2025 6:51 am
- Forum: Modding interface requests
- Topic: Add missing defines.inventory.lab_trash
- Replies: 0
- Views: 281
Add missing defines.inventory.lab_trash
and it is actually exist because all trash inventory seems to be indexed 8
- Mon Mar 10, 2025 6:27 pm
- Forum: Won't implement
- Topic: allow colon: used in prototpye name
- Replies: 3
- Views: 231
Re: allow colon: used in prototpye name
how about § ?
as far as I know it is not a control character
as far as I know it is not a control character
- Mon Mar 10, 2025 5:02 pm
- Forum: Won't implement
- Topic: allow colon: used in prototpye name
- Replies: 3
- Views: 231
allow colon: used in prototpye name
in current naming scheme,all name is separated using dash"-" including prefixing names
by add colon as usable character in naming,it might suggest mod maker using colon to separate name space or even subtype using this character.
for example I would like to make another merging chest mod for brick ...
by add colon as usable character in naming,it might suggest mod maker using colon to separate name space or even subtype using this character.
for example I would like to make another merging chest mod for brick ...
- Sun Mar 02, 2025 2:20 pm
- Forum: Modding interface requests
- Topic: Add missing event for catching super_forced_select
- Replies: 2
- Views: 155
Re: Add missing event for catching super_forced_select
Sounds good to me :>
- Sun Mar 02, 2025 10:23 am
- Forum: Modding interface requests
- Topic: Add missing event for catching super_forced_select
- Replies: 2
- Views: 155
Add missing event for catching super_forced_select
Hi, in SelectionToolPrototype,there are 5 selection types,but just super_forced_select dont have event to catch it :/
- Sun Mar 02, 2025 6:48 am
- Forum: Resolved Requests
- Topic: default_roboport_count_output_signal
- Replies: 1
- Views: 161
default_roboport_count_output_signal
In [Prototype:Roboport]( https://lua-api.factorio.com/latest/prototypes/RoboportPrototype.html )
It is default_roboport_count_output_signal
not default_roboports_output_signal
as you can see
[Entities Data in github]( https://github.com/wube/factorio-data/blob/master/base/prototypes/entity ...
It is default_roboport_count_output_signal
not default_roboports_output_signal
as you can see
[Entities Data in github]( https://github.com/wube/factorio-data/blob/master/base/prototypes/entity ...
- Mon Jan 20, 2025 3:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.28] Crashing when recipe with "research-progress" reach its item stack size
- Replies: 3
- Views: 785
Re: [2.0.28] Crashing when recipe with "research-progress" reach its item stack size
log: factorio-current.log
the crash part:
41.332 Checksum for script __level__/control.lua: 2824674896
60.481 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\libraries ...
the crash part:
41.332 Checksum for script __level__/control.lua: 2824674896
60.481 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\libraries ...
- Sat Jan 18, 2025 10:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.28] Crashing when recipe with "research-progress" reach its item stack size
- Replies: 3
- Views: 785
[Genhis][2.0.28] Crashing when recipe with "research-progress" reach its item stack size
So I have these code in a mod:
data.raw.recipe["automation-science-pack"].category="advanced-crafting";
data.raw.recipe["automation-science-pack"].main_product="automation-science-pack";
data.raw.recipe["automation-science-pack"].results=
{
{type="research-progress",research_item="automation ...
data.raw.recipe["automation-science-pack"].category="advanced-crafting";
data.raw.recipe["automation-science-pack"].main_product="automation-science-pack";
data.raw.recipe["automation-science-pack"].results=
{
{type="research-progress",research_item="automation ...
- Wed Jan 01, 2025 1:09 am
- Forum: Documentation Improvement Requests
- Topic: boiler prototype not updated or just wrong
- Replies: 1
- Views: 323
boiler prototype not updated or just wrong
in https://lua-api.factorio.com/latest/prototypes/BoilerPrototype.html#output_fluid_box
it said
If mode is "output-to-separate-pipe" and this has a filter, the heated input fluid is converted to the output fluid that is set in the filter (in a 1:1 ratio)
but the wiki and fff said other wise,it is ...
it said
If mode is "output-to-separate-pipe" and this has a filter, the heated input fluid is converted to the output fluid that is set in the filter (in a 1:1 ratio)
but the wiki and fff said other wise,it is ...
- Tue Jul 25, 2023 10:11 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] function "make_4way_animation_from_spritesheet" are missing draw_as_light
- Replies: 2
- Views: 1715
[1.1.87] function "make_4way_animation_from_spritesheet" are missing draw_as_light
1.What I have done?
I heated the heat exchanger in the night,and remove connected heat pipe
heatex_bug.png
2.What happened?
heat exchanger have some weird brightness segmentation.
and I print out its heat_pipe_covers,found "draw_as_light" which apply_heat_pipe_glow added is missing.
3.What did ...
I heated the heat exchanger in the night,and remove connected heat pipe
heatex_bug.png
2.What happened?
heat exchanger have some weird brightness segmentation.
and I print out its heat_pipe_covers,found "draw_as_light" which apply_heat_pipe_glow added is missing.
3.What did ...
- Fri Oct 07, 2022 5:16 am
- Forum: Ideas and Requests For Mods
- Topic: Merging heatpipe
- Replies: 0
- Views: 754
Merging heatpipe
like merging chest,a mod that automatically merge heatpipe to reduce ups usage.
- Sat Sep 24, 2022 12:40 am
- Forum: Logistic Train Network
- Topic: [Not a Bug] Blueprint imports red and blue wires so there is no automatic link?
- Replies: 4
- Views: 1642
Re: Blueprint imports red and blue wires so there is no automatic link?
Hi,I am author of "simple_water_rail_with_collision_rewrite",
now I realize it is because I am overrided the LTN train stop`s collision mask with extra "rail-layer" collision,so it block the combinator ghost and removed and LTN cannot found the removed ghost so it created new one,so you observed the ...
now I realize it is because I am overrided the LTN train stop`s collision mask with extra "rail-layer" collision,so it block the combinator ghost and removed and LTN cannot found the removed ghost so it created new one,so you observed the ...
- Thu Feb 10, 2022 1:04 am
- Forum: Modding interface requests
- Topic: Logistic Network Identifier
- Replies: 3
- Views: 1910
Re: Logistic Network Identifier
I think it is already possible in both way:
From top down,you can use LuaForce.logistic_networks[surface_name][index] to get LuaLogisticNetwork
https://lua-api.factorio.com/latest/LuaForce.html#LuaForce.logistic_networks
https://lua-api.factorio.com/latest/LuaLogisticNetwork.html
which will have ...
- Tue Feb 08, 2022 5:11 pm
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 2530
Re: Who can help me see, why not show the animation?
I think it is just moving too fast,just like high speed transportbelt are static,but in term of animation,it is moving actually.
- Tue Feb 08, 2022 7:59 am
- Forum: Modding interface requests
- Topic: custom_type and event for alert
- Replies: 0
- Views: 853
custom_type and event for alert
Alert now have member: custom_type::string
The custom type of alert,or nil if it is not specify
add_custom_alert now take optional field: custom_type::string
when not specify,default to nil.
Custom Alert with differnt custom_type will be sort into different group in gui.
new event:defines ...
The custom type of alert,or nil if it is not specify
add_custom_alert now take optional field: custom_type::string
when not specify,default to nil.
Custom Alert with differnt custom_type will be sort into different group in gui.
new event:defines ...
- Tue Feb 08, 2022 7:55 am
- Forum: Modding interface requests
- Topic: Rocket silo: allow landing rockets
- Replies: 9
- Views: 3038
Re: Rocket silo: allow landing rockets
maybe landing "rocket" can be different one,so you can use Parachute instead?