Search found 25 matches
- Mon Aug 24, 2026 2:39 pm
- Forum: Ideas and Suggestions
- Topic: Categorize space platforms list into collapsible groups
- Replies: 4
- Views: 423
Re: Categorize space platforms list into collapsible groups
Previously
Manual sorting is already possible by Renaming the Platform. If you have enough Platforms to exceed the Surface selection box size then perhaps it is time to evaluate if they are all necessary or you just like launching rockets.
Yes, manually sorting is possible via naming, but as ...
- Fri Aug 21, 2026 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Categorize space platforms list into collapsible groups
- Replies: 4
- Views: 423
Re: Categorize space platforms list into collapsible groups
I second this request. Thought of it independently now that I am building platforms en masse (due to free trading amongst them), and was glad to see someone else already on it.
- Wed Jul 29, 2026 1:37 pm
- Forum: Not a bug
- Topic: [2.1.12] Drones Appear Semi-Transparent/Ghost-Like
- Replies: 2
- Views: 181
Re: [2.1.12] Drones Appear Semi-Transparent/Ghost-Like
Oof. Sorry. Not something I use, so I didn't realize. Thank you!Rseding91 wrote: Wed Jul 29, 2026 1:35 pm You've clicked the "hide tall entities" button in the quickbar. If you click it again it will un-hide them.
- Wed Jul 29, 2026 1:34 pm
- Forum: Not a bug
- Topic: [2.1.12] Drones Appear Semi-Transparent/Ghost-Like
- Replies: 2
- Views: 181
[2.1.12] Drones Appear Semi-Transparent/Ghost-Like
My construction and logistic drones started appearing semi-transparent/ghost-like. It occurred when I loaded the game (and re-loaded the game), but this issue had not appeared even when playing yesterday.
I noticed it the first time I used drones in my most recent load, which triggered when I ...
I noticed it the first time I used drones in my most recent load, which triggered when I ...
- Fri Jan 17, 2025 6:50 pm
- Forum: Duplicates
- Topic: [2.0.28] Space Platform Goes to Wrong Destination
- Replies: 1
- Views: 1177
[2.0.28] Space Platform Goes to Wrong Destination
Hello,
What did you do?
I have built several space platforms that move between Nauvis and the other three closer planets without issue.
I built a space platform for my first Aquilo run by blueprinting my Gleeba space platform. I modified it significantly, and once I was ready for a first test ...
What did you do?
I have built several space platforms that move between Nauvis and the other three closer planets without issue.
I built a space platform for my first Aquilo run by blueprinting my Gleeba space platform. I modified it significantly, and once I was ready for a first test ...
- Sat Dec 21, 2024 3:32 am
- Forum: Not a bug
- Topic: [2.0.23] Not all circuit inputs simultaneously evaluated with quickly removed item
- Replies: 3
- Views: 984
Re: [2.0.23] Not all circuit inputs simultaneously evaluated with quickly removed item
OK, that makes sense. Will test that.
Thank you @Muche.
Thank you @Muche.
- Fri Dec 20, 2024 11:04 pm
- Forum: Not a bug
- Topic: [2.0.23] Not all circuit inputs simultaneously evaluated with quickly removed item
- Replies: 3
- Views: 984
[2.0.23] Not all circuit inputs simultaneously evaluated with quickly removed item
What did you do?
I built a circuit setup to send a signal to a train stop if the amount of items in linked chests went above a certain threshold.
What happened?
The setup unexpectedly evaluates to TRUE when an item in the linked chest is first added and then quickly removed. More specifically ...
I built a circuit setup to send a signal to a train stop if the amount of items in linked chests went above a certain threshold.
What happened?
The setup unexpectedly evaluates to TRUE when an item in the linked chest is first added and then quickly removed. More specifically ...
- Tue Dec 10, 2024 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Revert to old Station Disabled/Train Limit behaviour?
- Replies: 1
- Views: 874
Re: Revert to old Station Disabled/Train Limit behaviour?
Can an interrupt be used if you select the "Allow interrupting other interrupts"?
So, for example, if you have an interrupt to send the train to a depot if no path or station is full.
Screenshot
So, for example, if you have an interrupt to send the train to a depot if no path or station is full.
Screenshot
- Thu Oct 21, 2021 9:06 pm
- Forum: Modding help
- Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
- Replies: 10
- Views: 4584
Re: Possible to Create TrainStop-type Name Input for Linked-Containers?
Great, thank you!DaveMcW wrote: Thu Oct 21, 2021 8:45 pm
That can be fixed with the anchor property.
https://lua-api.factorio.com/latest/Con ... #GuiAnchor
- Thu Oct 21, 2021 9:06 pm
- Forum: Modding help
- Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
- Replies: 10
- Views: 4584
Re: Possible to Create TrainStop-type Name Input for Linked-Containers?
Using a hash can be fun and means you don't have to keep track of used IDs. But there is a risk of collision, which can be fun. In ocaml you have variant types, which are kind of a enum. Internaly the name you give for each variant is hashed and that value is used. This leads to:
# type ...
- Thu Oct 21, 2021 9:04 pm
- Forum: Modding help
- Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
- Replies: 10
- Views: 4584
Re: Possible to Create TrainStop-type Name Input for Linked-Containers?
It's this line:
gui = defines.relative_gui_type.linked_container_gui,
That tells the game that new element is only for the linked container.
Note: The name will appear for all linked containers. It's not specific to a prototype but to the base of the prototype. So another mod has their own ...
- Thu Oct 21, 2021 2:41 pm
- Forum: Modding help
- Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
- Replies: 10
- Views: 4584
Re: Possible to Create TrainStop-type Name Input for Linked-Containers?
As for "using that name to set the link ID", you could make use of a hashing function. For example, CRC32 would give you a 32-bit number for any given string. The downside is that collisions may occur if two different names happen to yield the same hash.
Interesting idea. I was thinking of ...
- Thu Oct 21, 2021 2:40 pm
- Forum: Modding help
- Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
- Replies: 10
- Views: 4584
Re: Possible to Create TrainStop-type Name Input for Linked-Containers?
Here is a sample of what can be done with a gui. Paste it into the console.
Thank you @DaveMcW! This has definitely given me some great direction.
I tested your code via the console, and it provided a plain text input field on linked-containers. If you don't mind, I was curious how it worked ...
- Thu Oct 21, 2021 3:35 am
- Forum: Modding help
- Topic: Possible to Create TrainStop-type Name Input for Linked-Containers?
- Replies: 10
- Views: 4584
Possible to Create TrainStop-type Name Input for Linked-Containers?
I recently got my Linked-Chest mod working locally, in part thanks to people answering questions and reading through many old forum posts.
One thing I could not figure out was whether it was possible to add a naming input field similar to those that TrainStops have? To skip ahead, instead of using ...
One thing I could not figure out was whether it was possible to add a naming input field similar to those that TrainStops have? To skip ahead, instead of using ...
- Wed Oct 20, 2021 2:40 am
- Forum: Modding help
- Topic: [Solved] Icon Changes When Placed
- Replies: 4
- Views: 2488
Re: [Solved] Icon Changes When Placed
That's my long-term plan. First I'm just trying to get iterating to work at all.
- Tue Oct 19, 2021 10:57 pm
- Forum: Gameplay Help
- Topic: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
- Replies: 5
- Views: 5139
Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
I had tried these methods, but if hreintke has a gui (that is shareable), that could be a great quality of life enhancement.mrvn wrote: Tue Oct 19, 2021 12:06 am Create a linked chest somewhere out of the way, configure it and then copy&paste the config or blueprint the chest?
- Tue Oct 19, 2021 7:57 pm
- Forum: Modding help
- Topic: [Solved] Possible to set link_id in data.lua?
- Replies: 6
- Views: 2839
Re: Possible to set link_id in data.lua?
That would then be 3 prototypes and WarpChest1 won't link with WarpChest2.
I think you should just try it. According to the docs it should just work without you having to set a link_id at all.
Thank you mrvn. They do appear to be operating independently (my understanding was incorrect). My ...
- Tue Oct 19, 2021 7:35 pm
- Forum: Modding help
- Topic: [Solved] Icon Changes When Placed
- Replies: 4
- Views: 2488
Re: Icon Changes When Placed
Entity icon is almost useless, it is only used in the map editor.
What you want is entity. picture .
Thank you DaveMcW.
That got me on the right path.
For anyone who needs it in the future, the final working code was:
--item.lua
local WarpChest = util.table.deepcopy(data.raw["linked ...
- Tue Oct 19, 2021 4:59 pm
- Forum: Modding help
- Topic: [Solved] Icon Changes When Placed
- Replies: 4
- Views: 2488
[Solved] Icon Changes When Placed
I created a Warp Chest, which is just a modification of the Linked Chest. The mod loads, and it has the custom properties related to inventory size. But, when I place the item on the ground, it reverts icons back to the base model.
I have tried numerous approaches looking at different mods and ...
I have tried numerous approaches looking at different mods and ...
- Mon Oct 18, 2021 10:03 pm
- Forum: Gameplay Help
- Topic: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
- Replies: 5
- Views: 5139
Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Which mod is that? I could not find it while searching.hreintke wrote: Fri Jul 30, 2021 2:52 pm Made a small mod with gui to change the values and visualize the linked chests.