Search found 61 matches
- 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: 1384
[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...
- Fri Oct 07, 2022 5:16 am
- Forum: Ideas and Requests For Mods
- Topic: Merging heatpipe
- Replies: 0
- Views: 679
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: 1409
Re: Blueprint imports red and blue wires so there is no automatic linkοΌ
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...
- Thu Feb 10, 2022 1:04 am
- Forum: Modding interface requests
- Topic: Logistic Network Identifier
- Replies: 3
- Views: 1686
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 th...
- Tue Feb 08, 2022 5:11 pm
- Forum: Modding help
- Topic: Who can help me see, why not show the animation?
- Replies: 7
- Views: 2254
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: 742
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.events.on_...
- Tue Feb 08, 2022 7:55 am
- Forum: Modding interface requests
- Topic: Rocket silo: allow landing rockets
- Replies: 9
- Views: 2616
Re: Rocket silo: allow landing rockets
maybe landing "rocket" can be different one,so you can use Parachute instead?
- Sun Dec 19, 2021 4:30 pm
- Forum: Outdated/Not implemented
- Topic: make Rocket silo recipe dont clear the product slot.
- Replies: 7
- Views: 2236
Re: make Rocket silo recipe dont clear the product slot.
well,I mean assembling_machine_output,which is the rocket part slot,I am not mean rocket_silo_rocket t0.png and that thing is actually a item rc.png you can actually put item into it put.png and if we make it craft the rocket part,the rocket part disappear! emt.png check the rocket part counter, whi...
- Sat Dec 18, 2021 2:12 pm
- Forum: Outdated/Not implemented
- Topic: make Rocket silo recipe dont clear the product slot.
- Replies: 7
- Views: 2236
make Rocket silo recipe dont clear the product slot.
TL;DR make Rocket silo recipe dont clear the product slot. What ? currently,Rocket silo do have ouput slot,however the output slot are not actually doing anything except delete item put in that slot, and which doesnt increatment the rocket part amount because rocket part increatmented as the recipe...
- Sun Nov 14, 2021 9:07 am
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 5235
Re: Mods are not by "version" number; It should be listed as "active/inactive".
like add a sort arrow besides the checkbox ?
- Thu Nov 11, 2021 8:01 am
- Forum: Modding help
- Topic: How to pass custom data-phase attribute to control-phase?
- Replies: 1
- Views: 896
How to pass custom data-phase attribute to control-phase?
like,the only way I currently thought of is encode them into a json string as a name,then try to find it and decode it in control phase...
- Tue Nov 09, 2021 8:53 am
- Forum: Modding discussion
- Topic: How do I change the emissions of my prototype?
- Replies: 1
- Views: 1166
Re: How do I change the emissions of my prototype?
well,idk what you talking about,but I am assuming you are talking about pollution...
it should be at
your_prototype.energy_source.emissions_per_minute
https://wiki.factorio.com/Types/EnergyS ... per_minute
it should be at
your_prototype.energy_source.emissions_per_minute
https://wiki.factorio.com/Types/EnergyS ... per_minute
- Sat Nov 06, 2021 7:32 pm
- Forum: Modding help
- Topic: Make machine only work during day time
- Replies: 8
- Views: 2827
Re: Make machine only work during day time
I have this code currently: if hours < 4 or hours > 22 then entity.active = false end if hours >= 4 or hours <= 22 then entity.active = true end where I have a local variable entity and I give it the path to my entity lua file, however the machine does not stop working. I tried the code in, and out...
- Sat Nov 06, 2021 3:25 pm
- Forum: Modding help
- Topic: when dose repair_result in repair-tool active?
- Replies: 2
- Views: 1006
Re: when dose repair_result in repair-tool active?
nvm,its updated.
- Sat Nov 06, 2021 12:25 pm
- Forum: Modding help
- Topic: when dose repair_result in repair-tool active?
- Replies: 2
- Views: 1006
when dose repair_result in repair-tool active?
so I just write these code: local sounds=require("__base__/prototypes/entity/sounds"); data.raw["repair-tool"]["repair-pack"].repair_result= { type = "direct", action_delivery = { type = "instant", source_effects = { { type = "damage", dama...
- Sat Nov 06, 2021 8:47 am
- Forum: Modding help
- Topic: Connecting entities by copper wire but not autoconnect to power poles
- Replies: 14
- Views: 3559
Re: Connecting entities by copper wire but not autoconnect to power poles
is there a full list? or I should test it and maintain it in wiki ?
- Sat Nov 06, 2021 8:39 am
- Forum: Modding help
- Topic: Connecting entities by copper wire but not autoconnect to power poles
- Replies: 14
- Views: 3559
- Sat Nov 06, 2021 8:33 am
- Forum: Modding help
- Topic: Connecting entities by copper wire but not autoconnect to power poles
- Replies: 14
- Views: 3559
Re: Connecting entities by copper wire but not autoconnect to power poles
so there`s 2 thing 1.disconnected the lonely power pole when built 2.keep connection in blueprint so I think it can be something like this func on_built(inentity) { func handle_pole(ine) { if(is_registered(ine)) recover_state(ine); else ine.disconnect(); }; if(inentity==ghost and inentity.ghost_name...
- Sat Nov 06, 2021 8:10 am
- Forum: Modding help
- Topic: Make machine only work during day time
- Replies: 8
- Views: 2827
Re: Make machine only work during day time
- Sat Nov 06, 2021 8:00 am
- Forum: Modding help
- Topic: How to get inserter's current stack_size_bonus?
- Replies: 12
- Views: 2782
Re: How to get inserter's current hand size?
ok,now I post it in Modding interface requests
viewtopic.php?f=28&t=100526
viewtopic.php?f=28&t=100526