Yeah I noticed that the information is there, I thought of it as a work around. But maybe its the intended way, to pass around the quality prototype as a separate objectEvilPLa wrote: Thu Nov 28, 2024 10:57 pm The quality for that prototype is in the entity as a separate quality prototype.
Search found 16 matches
- Tue Dec 17, 2024 3:55 pm
- Forum: Modding help
- Topic: LuaEntity.ghost_prototype.items_to_place_this missing quality
- Replies: 3
- Views: 365
Re: LuaEntity.ghost_prototype.items_to_place_this missing quality
- Sun Nov 10, 2024 7:39 pm
- Forum: Modding help
- Topic: LuaEntity.ghost_prototype.items_to_place_this missing quality
- Replies: 3
- Views: 365
LuaEntity.ghost_prototype.items_to_place_this missing quality
The table containing required items to revive a ghost, LuaEntity.ghost_prototype.items_to_place_this, does not include information on what quality level is needed, even though the ItemStackDefinition it contains seems to support it
After placing a legendary wooden chest with ghost building:
11-10 ...
After placing a legendary wooden chest with ghost building:
11-10 ...
- Sun Nov 10, 2024 7:25 pm
- Forum: Implemented mod requests
- Topic: Let all get_item_count() take ItemWithQualityID
- Replies: 2
- Views: 443
Let all get_item_count() take ItemWithQualityID
I propose "upgrading" all classes that has the get_item_count() function so they all take an ItemWithQualityID. Today, only some of them do this, with requires us to instead loop through their respective LuaInventory as a work-around in order to differentiate between quality levels:
* LuaControl ...
* LuaControl ...
- Mon Dec 06, 2021 11:51 am
- Forum: Modding help
- Topic: [1.1.48] Entity with "water-tile" collision also collides with rails
- Replies: 2
- Views: 2428
Re: [1.1.48] Entity with "water-tile" collision also collides with rails
Thank you posila
I figured it out also this morning. I needed to add another collision layer and add that layer to both my entity and the water tile prototype
I figured it out also this morning. I needed to add another collision layer and add that layer to both my entity and the water tile prototype

- Sun Dec 05, 2021 9:19 pm
- Forum: Modding help
- Topic: [1.1.48] Entity with "water-tile" collision also collides with rails
- Replies: 2
- Views: 2428
[1.1.48] Entity with "water-tile" collision also collides with rails
Hi
I recently got a bug report on my mod https://mods.factorio.com/mod/Updated_Construction_Drones/discussion/619aca2eb4ea880a1c25fb51
It seems that when adding the "water-tile" collision string to the collision_mask of my entity, it started to also collide with train rails.
Can be seen in the ...
I recently got a bug report on my mod https://mods.factorio.com/mod/Updated_Construction_Drones/discussion/619aca2eb4ea880a1c25fb51
It seems that when adding the "water-tile" collision string to the collision_mask of my entity, it started to also collide with train rails.
Can be seen in the ...
- Sat Nov 20, 2021 9:58 pm
- Forum: Modding interface requests
- Topic: Able to control working_sound
- Replies: 0
- Views: 940
Able to control working_sound
Hi,
I would like to be able to control, at runtime and per each player, the setting of working_sound.volume or similar so I can control some entity sounds in my mod, as per feature request from a user
https://mods.factorio.com/mod/Updated_Construction_Drones/discussion/61434570a303c7fae9eb6a04 ...
I would like to be able to control, at runtime and per each player, the setting of working_sound.volume or similar so I can control some entity sounds in my mod, as per feature request from a user
https://mods.factorio.com/mod/Updated_Construction_Drones/discussion/61434570a303c7fae9eb6a04 ...
- Sat Feb 06, 2021 1:11 pm
- Forum: Modding interface requests
- Topic: Vanilla support for multiple character skins
- Replies: 8
- Views: 5696
Re: Vanilla support for multiple character skins
+1 for this
- Fri Mar 01, 2019 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string
- Replies: 4
- Views: 4335
Re: [0.17.1] Map preview, random seed stops working after importing exchange string
Id like to confirm this issue, kinda annoying because I like to set up my settings properly via reloading the preview pane several times. When I found a preset I like I save the map exchange string to be able to come back and generate a new seed and hit play. However, I noticed this bug and was ...
- Fri Jul 20, 2018 1:11 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 51866
Re: Friday Facts #252 - Sound design & Map editor
I enjoy the map editor very much, and especially the multiplayer capability. Have you guys given 'triggers' or similar functionality or some other scripting any thought? I've spent several years in the wc3 map editor and would love it if factorio got something similar
- Mon Apr 24, 2017 6:33 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 157236
Re: Version 0.15.0
I'm curious for the reason for this?HanziQ wrote:
- Removed support of 32 bit systems.
- Sat Mar 11, 2017 6:22 pm
- Forum: Won't fix.
- Topic: Game freezes on graphics driver update
- Replies: 1
- Views: 1505
Game freezes on graphics driver update
Yeah the title says it all. I forgot to use my brain and pressed "update" on the nvidida driver update, and then went back to obliviously play the game. The screen started to flash (as per usual when updating graphics drivers) and then the game froze. Of course. So I thought I would just make you ...
- Mon Aug 15, 2016 4:06 pm
- Forum: Multiplayer
- Topic: testing
- Replies: 6
- Views: 2939
Re: Looking for someone to play CO-OP with
That is harsh.Mtzgamer01 wrote:I'll play. IP: 127.0.0.1
Anyway, why don't you crack open the new multiplayer gui and find an open server, SlimeEnergy? Look around and try to find people to play with? GL

- Mon Aug 15, 2016 4:03 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Let's see your no laser defense ideas!
- Replies: 25
- Views: 21639
Re: Let's see your no laser defense ideas!
Wait ... how? Do you keep each roboport out of range of its neighbor? I am in a pickle about this - if I isolate the roboports from each other that leaves a gap where they can't repair walls, but if I connect them all together I can't use the circuit network to [partly] fill a roboport because it ...
- Fri Jul 01, 2016 12:36 pm
- Forum: Balancing
- Topic: Purple science require rare ore
- Replies: 19
- Views: 7980
Re: Purple science require rare ore
a rare ore that only spawns far from the starting area.
I like this idea a lot, then again, I think I like the idea of adding more content to the game in most forms.
I don't think it needs to be a "hard to find" type of ore, just a "hard to get" type. I.e. it is found far away from the starting ...
I like this idea a lot, then again, I think I like the idea of adding more content to the game in most forms.
I don't think it needs to be a "hard to find" type of ore, just a "hard to get" type. I.e. it is found far away from the starting ...
- Fri Mar 18, 2016 11:57 am
- Forum: Multiplayer
- Topic: [EU][0.13.6][Dedicated] pve.flsw.io
- Replies: 89
- Views: 27480
Re: [EU] flsw.io
You guys seem to need more oil!
- Wed Mar 16, 2016 11:05 pm
- Forum: General discussion
- Topic: Annoyances associated with Factory building
- Replies: 41
- Views: 16015
Re: Annoyances associated with Factory building
Kinda nitpicky since I need everything to be set up perfectly, but
Building large fields of something (solar panels, accumulators, chest storage, etc) only to find it off by 1 tile.
Then needing to destroy everything to move it over.
Worst is with storage chests imho : with blueprints and robots ...
Building large fields of something (solar panels, accumulators, chest storage, etc) only to find it off by 1 tile.
Then needing to destroy everything to move it over.
Worst is with storage chests imho : with blueprints and robots ...