Search found 74 matches

by meifray
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

How did control.lua and /c interact with circuit network?

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 ...
by meifray
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

A.Sher wrote: Mon Mar 24, 2025 11:43 am
I think it just not form a group that is manage by the game to be command to build a nest.
by meifray
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.
by meifray
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.
by meifray
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
by meifray
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
by meifray
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 meifray
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 :/
by meifray
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 ...
by meifray
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 ...
by meifray
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 ...
by meifray
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 ...
by meifray
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 ...
by meifray
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.
by meifray
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 ...
by meifray
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 ...
by meifray
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.
by meifray
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 ...
by meifray
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?

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