I have the same issue and also failed to find a good solution.
Edit: {Persistence}
for _, player in pairs(game.players) do
for _, root in pairs({ player.gui.top, player.gui.left }) do
local artifact = root.mod_gui_top_frame
if artifact and artifact.valid then
artifact.destroy()
end
end ...
Search found 30 matches
- Fri Mar 28, 2025 4:51 am
- Forum: Modding help
- Topic: mod_gui without children
- Replies: 2
- Views: 287
- Sun Feb 02, 2025 11:02 pm
- Forum: Not a bug
- Topic: [2.0.33] casting-steel recipe incorrect?
- Replies: 2
- Views: 228
[2.0.33] casting-steel recipe incorrect?
Maybe this is set for balancing purposes, but currently the casting-steel recipe requires 30 molten-iron, I expected it would require 50.
It seems the conversion is 10 molten-iron equals 1 iron-plate.
It seems the conversion is 10 molten-iron equals 1 iron-plate.
- Mon Jan 06, 2025 12:44 pm
- Forum: Implemented mod requests
- Topic: Transmission only electric poles
- Replies: 3
- Views: 606
Re: Transmission only electric poles
Version 2.0.29 has resolved this issue.
- Mon Jan 06, 2025 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
- Replies: 5
- Views: 1474
Re: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
The change seems to be working properly, thank you very much!
- Sat Jan 04, 2025 2:34 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 3011
Re: Request: Move recycling recipe generation to data-final-fixes
In with testing on a custom entity without a defined recycling recipe, the recycling recipe is still auto generated when auto_recycle = false. Not what I expected,
the results become of 25% of the item rather than 25% of the ingredients.
the results become of 25% of the item rather than 25% of the ingredients.
- Sat Jan 04, 2025 1:19 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 3011
Re: Request: Move recycling recipe generation to data-final-fixes
I think you mean auto_recycle = false .
Actually, I think auto_recycle should not be changed, if (re)generating a recycling recipe. I believe the intent of the field is to not generate a recycling recipe.
I took that line from the quality mod's data-updates.lua script, but I think for my ...
- Fri Jan 03, 2025 3:54 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 3011
Re: Request: Move recycling recipe generation to data-final-fixes
I agree, however you can just put:
if mods["quality"] then require("__quality__.data-updates") end
In your own mods data-final-fixes (data, data-updates, or anywhere else after you've added or changed recipes)
As of the date of this reply, it is not a good idea to implement the above... at ...
- Fri Jan 03, 2025 3:07 pm
- Forum: Modding help
- Topic: Safe to run: __quality__.data-updates ?
- Replies: 2
- Views: 600
Re: Safe to run: __quality__.data-updates ?
local recipe = data.raw.recipe[recipe_name]
if mods["quality"] then
local recycling = require("__quality__/prototypes/recycling")
recycling.generate_recycling_recipe(recipe)
recipe.auto_recycle = nil
end
Maybe the proper way is to (re)-generate a specific recycling recipe?
- Fri Jan 03, 2025 1:02 pm
- Forum: Modding help
- Topic: Safe to run: __quality__.data-updates ?
- Replies: 2
- Views: 600
Safe to run: __quality__.data-updates ?
Is running __quality__.data-updates from data-updates.lua supposed to be safe?
When I call it, it changes the recycling recipe for nutrients from spoilage to biter eggs.
To me, this is an unexpected result. I am not sure if it is a bug or I should not be calling it.
When I call it, it changes the recycling recipe for nutrients from spoilage to biter eggs.
To me, this is an unexpected result. I am not sure if it is a bug or I should not be calling it.
- Sat Dec 28, 2024 2:41 am
- Forum: Implemented mod requests
- Topic: Hide fluid indicator arrow
- Replies: 8
- Views: 709
Re: Hide fluid indicator arrow
While the visualization is the same, this seems to be part of the player selected logic, the code that displays the entity's selection box.
The hide_connection_info does as it should, for the connections. I believe this represents the fluid flow, the direction of the pump.
The hide_connection_info does as it should, for the connections. I believe this represents the fluid flow, the direction of the pump.
- Fri Dec 27, 2024 10:59 pm
- Forum: Implemented mod requests
- Topic: Hide fluid indicator arrow
- Replies: 8
- Views: 709
Hide fluid indicator arrow
Similar to this request: https://forums.factorio.com/97809
When a compound entity consists of a pump that is selectable in game, the fluid direction indicator appears on mouse-over.
Screenshot 2024-12-27 at 4.44.13 PM.png
A flag similar to "hide-alt-info", alternate sprite, or scale it? While a ...
When a compound entity consists of a pump that is selectable in game, the fluid direction indicator appears on mouse-over.
Screenshot 2024-12-27 at 4.44.13 PM.png
A flag similar to "hide-alt-info", alternate sprite, or scale it? While a ...
- Sat Dec 21, 2024 4:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
- Replies: 5
- Views: 1474
Re: [2.0.28] Missing supply area visualization for quality electric poles
In thinking about this, it is possible the rendering engine is correct and the other two pieces of code are incorrect.
When the supply_area_distance = 0, there should be no bonus. (Personally, I hope for this.)
When the supply_area_distance = 0, there should be no bonus. (Personally, I hope for this.)
- Sat Dec 21, 2024 3:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
- Replies: 5
- Views: 1474
Re: [2.0.28] Missing supply area visualization for quality electric poles
I concur with your findings. However, as was pointed out to me, at least I think it is what they were trying to tell me... the bug is not about the particular value assigned to the base prototype, although it does have a significance. As can be seen in the screenshot, the Info window displays the ...
- Sat Dec 21, 2024 12:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
- Replies: 5
- Views: 1474
[Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
When a mod creates transmission only electric poles, the quality poles do not display the supply area visualization when attempting to place them.
Transmission only defined as: supply_area_distance = 0
Making no changes to the radius_visualisation_picture.
I hope when considering the issue, the ...
Transmission only defined as: supply_area_distance = 0
Making no changes to the radius_visualisation_picture.
I hope when considering the issue, the ...
- Fri Dec 20, 2024 1:28 am
- Forum: Implemented mod requests
- Topic: Transmission only electric poles
- Replies: 3
- Views: 606
Re: Transmission only electric poles
If the quality bonus were a % like many other items, rather than addition, that would work too.
- Wed Dec 18, 2024 1:08 pm
- Forum: Implemented mod requests
- Topic: Transmission only electric poles
- Replies: 3
- Views: 606
Transmission only electric poles
With Quality bonuses, transmission only electric poles are no longer possible (as far as I know).
This is a small niche thing, but I hope something is added to the API that restores this possibility.
This is a small niche thing, but I hope something is added to the API that restores this possibility.
- Tue Dec 17, 2024 1:10 pm
- Forum: Modding help
- Topic: How to hide quality icon on hidden entities
- Replies: 4
- Views: 387
Re: How to hide quality icon on hidden entities
I ran into the same issue, I even posted here but then removed it.
Seems I always want to do things that are not the intention of the game design.
Seems I always want to do things that are not the intention of the game design.
- Tue Dec 03, 2024 4:13 pm
- Forum: Not a bug
- Topic: [2.0.23] light on electric-pole
- Replies: 1
- Views: 341
[2.0.23] light on electric-pole
constants.EG_LIGHT_COLOR = { r = 1.0, g = 1.0, b = 0.7 }
constants.EG_LIGHT_INTENSITY = 0.8
constants.EG_LIGHT_SIZE = 12
constants.EG_BIG_POLE_LIGHT =
{
color = constants.EG_LIGHT_COLOR,
intensity = constants.EG_LIGHT_INTENSITY / 1.1,
size = constants.EG_LIGHT_SIZE / 1.2
}
local big_pole ...
- Thu Nov 28, 2024 6:25 pm
- Forum: Not a bug
- Topic: [2.0.22] get_flow_count returns 0 for entities with quality
- Replies: 2
- Views: 299
Re: [2.0.22] get_flow_count returns 0 for entities with quality
function get_production(pole)
if not (pole and pole.valid and pole.type == "electric-pole" and pole.electric_network_statistics) then
return 0
end
local stats = pole.electric_network_statistics
local total_production = 0
for prototype_name, _ in pairs(stats.output_counts) do
local flow ...
- Thu Nov 28, 2024 4:39 pm
- Forum: Not a bug
- Topic: [2.0.22] get_flow_count returns 0 for entities with quality
- Replies: 2
- Views: 299
[2.0.22] get_flow_count returns 0 for entities with quality
function get_usage(pole)
if not (pole and pole.valid and pole.type == "electric-pole" and pole.electric_network_statistics) then
return 0
end
local stats = pole.electric_network_statistics
local total_usage = 0
for prototype_name, _ in pairs(stats.input_counts) do
local flow = stats.get ...