Search found 172 matches
- Sun Mar 30, 2025 6:24 am
- Forum: Modding help
- Topic: Report an error: 'allowed_module_categorys' is invalid
- Replies: 4
- Views: 259
Re: Report an error: 'allowed_module_categorys' is invalid
https://lua-api.factorio.com/latest/classes/LuaEntityPrototype.html#allowed_module_categories Indicates its optional and if not defined for an entity will return nil. So this is working correctly.
Can I understand it this way?
This one is prepared for mods, as all default prototypes in the game ...
- Sun Mar 30, 2025 5:50 am
- Forum: Modding help
- Topic: Report an error: 'allowed_module_categorys' is invalid
- Replies: 4
- Views: 259
Re: Report an error: 'allowed_module_categorys' is invalid
prototypes.entity[name].allowed_module_categoriesRseding91 wrote: Sun Mar 30, 2025 5:47 am Sorry but I do not understand this report. Please explain better what is going wrong and what you expect to be happening instead.
We should get an array, but the result it gives is empty
- Sun Mar 30, 2025 5:33 am
- Forum: Modding help
- Topic: Report an error: 'allowed_module_categorys' is invalid
- Replies: 4
- Views: 259
Report an error: 'allowed_module_categorys' is invalid
Game version:2.0.42
local function get_module_names(name) --name = "assembling-machine-3"
local names = {}
local cs = prototypes.entity[name].allowed_module_categories
local items = prototypes.get_item_filtered({{filter = "type", type = "module"}})
for im,item in pairs(items) do
local c ...
local function get_module_names(name) --name = "assembling-machine-3"
local names = {}
local cs = prototypes.entity[name].allowed_module_categories
local items = prototypes.get_item_filtered({{filter = "type", type = "module"}})
for im,item in pairs(items) do
local c ...
- Sun Mar 23, 2025 10:28 am
- Forum: Modding discussion
- Topic: A strange question, how to change the function of the "alt" key
- Replies: 0
- Views: 92
A strange question, how to change the function of the "alt" key
When using the box selection tool, the official explanation is as follows:
Which function is executed during normal box selection (without pressing any key)
Which function is executed when holding down the alt key
So I wrote the mod in the official format, which is normal for me and most players
But ...
Which function is executed during normal box selection (without pressing any key)
Which function is executed when holding down the alt key
So I wrote the mod in the official format, which is normal for me and most players
But ...
- Thu Feb 06, 2025 4:06 pm
- Forum: Modding help
- Topic: May I ask how to clean items held by a robotic arm
- Replies: 4
- Views: 298
Re: May I ask how to clean items held by a robotic arm
Thank you, friend. This works, but what about the stove?Natha wrote: Thu Feb 06, 2025 1:52 pm https://lua-api.factorio.com/latest/cla ... g_progress may be your friend
- Thu Feb 06, 2025 1:04 pm
- Forum: Modding help
- Topic: May I ask how to clean items held by a robotic arm
- Replies: 4
- Views: 298
Re: May I ask how to clean items held by a robotic arm
I understand the reason now. It's not a problem with the robotic arm, it's the machine that has ongoing work and is still working after cloning. So, how can we make the machine cancel the ongoing work?
- Thu Feb 06, 2025 11:38 am
- Forum: Modding help
- Topic: May I ask how to clean items held by a robotic arm
- Replies: 4
- Views: 298
Re: May I ask how to clean items held by a robotic arm
if entity.type == "inserter" then
local stack = entity.held_stack
if stack.valid_for_read
then stack.clear()
end
end
if entity.has_items_inside()
then entity.clear_items_inside()
end
if entity.get_fluid_count() > 0
then entity.clear_fluid_inside()
end
Why are there still a small ...
- Thu Feb 06, 2025 10:41 am
- Forum: Modding help
- Topic: May I ask how to clean items held by a robotic arm
- Replies: 4
- Views: 298
May I ask how to clean items held by a robotic arm
I am currently writing a mod for entity cloning, but there will be some residue after the cloning is completed, such as the handheld items of the robotic arm being copied together. How can I clean it up? thank you
The robotic arm I'm referring to is the 'inserter'. I couldn't find any instructions ...
The robotic arm I'm referring to is the 'inserter'. I couldn't find any instructions ...
- Wed Feb 05, 2025 11:24 am
- Forum: Mod portal Discussion
- Topic: May I ask if there is a way for different associated boxes to share their associated IDs
- Replies: 0
- Views: 155
May I ask if there is a way for different associated boxes to share their associated IDs
I have added two associated boxes with different names (with different appearances and purposes). Is there a way to share the associated IDs between them?
- Tue Feb 04, 2025 8:29 am
- Forum: Modding discussion
- Topic: ask for help“cannot build in an uncharted area”
- Replies: 2
- Views: 308
Re: ask for help“cannot build in an uncharted area”
The problem has been resolved
- Tue Feb 04, 2025 8:24 am
- Forum: Modding discussion
- Topic: ask for help“cannot build in an uncharted area”
- Replies: 2
- Views: 308
Re: ask for help“cannot build in an uncharted area”
Is no one willing to help? It has been bothering me for a long time
When I stand at the (0,0) coordinate, clicking on the black area displays the area outside the map, while when I stand at the (1500,0) coordinate, clicking on the area outside displays the unknown area.
Where should I set up to make ...
When I stand at the (0,0) coordinate, clicking on the black area displays the area outside the map, while when I stand at the (1500,0) coordinate, clicking on the area outside displays the unknown area.
Where should I set up to make ...
- Tue Feb 04, 2025 4:33 am
- Forum: Modding discussion
- Topic: ask for help“cannot build in an uncharted area”
- Replies: 2
- Views: 308
ask for help“cannot build in an uncharted area”
I have created a surface where no ghosting can be placed slightly away from the center point(Approximately 1500)I can place the entity normally, but this prompt appears when placing the phantom,May I ask where I should modify?
- Sat Jan 25, 2025 11:10 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 486
Re: Pipeline length should not be calculated between linked fluid boxes
This is quite unfortunate situation. Linked fluid box connections were added way before the idea of fluid segments was implemented, and when fluid segments were implemented they were known to cause problems with linked connections and for the sake of implementation (fluid segments were implemented ...
- Sat Jan 25, 2025 10:00 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 486
- Sat Jan 25, 2025 9:58 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 486
Re: Pipeline length should not be calculated between linked fluid boxes
Dear bosses, shouldn't this issue be addressed? I wrote a mod for two days and two nights, and now it's stuck here. My temporary solution is to increase the pipeline length limit, but I don't want to do it because it will change the game rules.
My suggestion is to add a fourth parameter to 'add ...
My suggestion is to add a fourth parameter to 'add ...
- Fri Jan 24, 2025 3:54 am
- Forum: Ideas and Suggestions
- Topic: Link box supports' quality_ effects _ inventory size '
- Replies: 0
- Views: 101
Link box supports' quality_ effects _ inventory size '
All boxes are supported, including unlimited boxes. Why is it not possible to connect boxes? Is there any special reason?
- Fri Jan 24, 2025 3:14 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 486
Pipeline length should not be calculated between linked fluid boxes
And this calculation is also unreasonable, only calculating coordinates
I establish links between different planets, as long as the coordinates are not significantly different, it can be used normally.
On the contrary, even on the same planet, if the coordinates differ too much, it cannot be used ...
I establish links between different planets, as long as the coordinates are not significantly different, it can be used normally.
On the contrary, even on the same planet, if the coordinates differ too much, it cannot be used ...
- Tue Dec 31, 2024 5:42 am
- Forum: Modding help
- Topic: May I ask how to move the position of this panel
- Replies: 0
- Views: 264
May I ask how to move the position of this panel
I want my GUI to be on the left and the signal network GUI to be on the right. Can I move it?
I don't want to put it on the left side of the backpack
I don't want to put it on the left side of the backpack
- Fri Dec 27, 2024 6:21 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 403
Re: May I ask how to modify the drawing order of physical images
I'm not sure what the best solution for you is. You might need to make a composite entity, where the base is a heat pipe and the graphics are added/removed by scripts when the base is built/destroyed. There are other threads about how to do that.
Thank you, I followed your instructions and added ...
- Thu Dec 26, 2024 6:19 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 403
Re: May I ask how to modify the drawing order of physical images
Some entities allow the use of picture sets that include draw layer specifications. It seems that heat pipes do not, since they use ConnectableEntityGraphics which only allows flat sprites that automatically get drawn at ground level. You'll need to use a different entity type to make the graphics ...