Search found 42 matches
- Thu Jul 03, 2025 4:19 am
- Forum: Modding interface requests
- Topic: Add event for lightning striking a building
- Replies: 3
- Views: 436
Re: Add event for lightning striking a building
Unfortunately, the strike_effect trigger is not triggered when lightning strikes a lightning rod. This is probably one of the most useful cases, so it would be nice if there could be a change to support this.
- Wed Mar 05, 2025 6:25 pm
- Forum: Modding interface requests
- Topic: LuaRendering::draw_icon()
- Replies: 2
- Views: 360
Re: LuaRendering::draw_icon()
This would definitely be useful. I managed to get Lab Icon Revert looking "good enough" by drawing the shadows myself but it would definitely be nice to be able to do this automatically.
- Mon Feb 10, 2025 11:15 pm
- Forum: Modding help
- Topic: Sending (fake) cargo-pod by script
- Replies: 1
- Views: 450
Re: Sending (fake) cargo-pod by script
Is storage.market.nauvis.orbit a space platform hub?
I typed the following while in Nauvis orbit:
/c HUB = game.player.surface.find_entities_filtered({name="space-platform-hub"}) POD = HUB[1].create_cargo_pod() game.print(POD) POD.cargo_pod_destination = {type=defines.cargo_destination.surface ...
I typed the following while in Nauvis orbit:
/c HUB = game.player.surface.find_entities_filtered({name="space-platform-hub"}) POD = HUB[1].create_cargo_pod() game.print(POD) POD.cargo_pod_destination = {type=defines.cargo_destination.surface ...
- Wed Jan 29, 2025 11:41 pm
- Forum: Modding help
- Topic: Identifying Items or Entities Lacking elem_tooltip
- Replies: 1
- Views: 284
Re: Identifying Items or Entities Lacking elem_tooltip
One thing that would help your solution be more generic is that you probably want to use a dictionary rather than a big if statement. This won't specifically make anything more automatic but it will make your code a whole lot more extensible. If you're feeling ambitious you could even set it up to ...
- Tue Jan 28, 2025 12:08 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 1513
Re: "Noob" prototype "type checking" question
So in this case, you're saying the way to do this is not by checking any kind of "type" attribute (sounds like there isn't one) but instead just check for the desired attribute's presence in the LuaEntity.prototype table reference?
Right. Sometimes the presence of the attribute is enough, other ...
- Mon Jan 27, 2025 10:55 pm
- Forum: Modding interface requests
- Topic: [Space Age] Quality Recipes
- Replies: 6
- Views: 896
Re: [Space Age] Quality Recipes
I agree. Having recipes that are treated like separate entities for each quality level but not being actually able to specify anything about quality in recipes feels like the worst of both worlds right now.
- Mon Jan 27, 2025 10:49 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 1513
Re: "Noob" prototype "type checking" question
I get the sense that you might be assuming that the Factorio prototype system is a lot more "object oriented" than it really is, which could be why you're struggling. A prototype in Factorio is really more just a clump of data telling the game engine what it is. On the C++ side, there's a whole ...
- Mon Jan 20, 2025 8:54 pm
- Forum: General discussion
- Topic: Congrats, you broke me
- Replies: 26
- Views: 3753
Re: Congrats, you broke me
I don't understand the point of threads like this one. Personally, I actually agree with some of your complaints, but just ranting doesn't help anything. It isn't even likely to make you feel any better since most of the replies are going to be unsympathetic.
If you hate asteroids, you can fix that ...
If you hate asteroids, you can fix that ...
- Sun Jan 12, 2025 2:57 am
- Forum: Modding interface requests
- Topic: Flag to have a recipe show up as a circuit signal
- Replies: 2
- Views: 654
Re: Flag to have a recipe show up as a circuit signal
Did you try explicitly setting hide_from_signal_gui to false?
- Sun Jan 05, 2025 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Allow circuit based rocket launches with mixed content
- Replies: 3
- Views: 603
Re: Allow circuit based rocket launches with mixed content
You might enjoy https://mods.factorio.com/mod/CircuitLaunchableRocketsmeet666 wrote: Sun Jan 05, 2025 12:14 pmAlso would it be possible to start the rocket based on a circuit signal?
Maybe even for half filled rockets if I want them to launch automatically?
- Mon Dec 23, 2024 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Don't Blacklist Blue Chips, LDS, and Rocket Fuel Direct Insertion into Rocket Inventory
- Replies: 13
- Views: 2925
Re: Don't Blacklist Blue Chips, LDS, and Rocket Fuel Direct Insertion into Rocket Inventory
viewtopic.php?f=69&t=100924BadPeteNo wrote: Mon Dec 23, 2024 7:27 am Since mods disable steam achievements and this post is regarding a vanilla achievement, a mod doesn't address the issue.
- Sun Dec 22, 2024 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Don't Blacklist Blue Chips, LDS, and Rocket Fuel Direct Insertion into Rocket Inventory
- Replies: 13
- Views: 2925
- Sat Dec 14, 2024 9:43 pm
- Forum: Questions, reviews and ratings
- Topic: cube1
- Replies: 1
- Views: 455
- Sat Dec 14, 2024 1:08 am
- Forum: Questions, reviews and ratings
- Topic: cube1
- Replies: 1
- Views: 455
cube1
I am trying to diagnose a bug in my Telelogistics mod that seems to show up when some other mod creates a planet (or space-location, or surface...?) called "cube1." It would be much easier to figure out what is going on if I could look at whatever code is creating "cube1" of course. Does anyone know ...
- Fri Dec 13, 2024 2:15 am
- Forum: Modding help
- Topic: String Replacement in data-updates.lua
- Replies: 4
- Views: 536
Re: String Replacement in data-updates.lua
The reason it works for base but not space-age is because - is a "magic character" that Lua uses for pattern matching. Change space_dir to "__space%-age__/graphics/entity/" and it should work.
- Thu Dec 12, 2024 9:09 pm
- Forum: Modding help
- Topic: String Replacement in data-updates.lua
- Replies: 4
- Views: 536
Re: String Replacement in data-updates.lua
If you need your mod to load after Space Age, you can just add space-age as a dependency. You can make it optional with a ? (e.g., "? space-age") if you also want the mod to be usable by vanilla Factorio.
- Thu Dec 12, 2024 4:30 am
- Forum: Modding interface requests
- Topic: Event for when a agri-tower prototype plants trees?
- Replies: 8
- Views: 817
Re: Event for when a agri-tower prototype plants trees?
Works great, actually!
Thanks.

- Thu Dec 12, 2024 2:05 am
- Forum: Modding interface requests
- Topic: Event for when a agri-tower prototype plants trees?
- Replies: 8
- Views: 817
Re: Event for when a agri-tower prototype plants trees?
This would be nice to have.
Right now, the best we can do is scan the area around agricultural towers, which is how Diversitree works, but an event would be a big improvement.
- Tue Dec 10, 2024 9:47 pm
- Forum: Modding help
- Topic: [SOLVED] Logic branching according to Spaceage or Quality mods
- Replies: 2
- Views: 462
Re: Logic branching according to Spaceage or Quality mods
It's a table, called mods.
Quality is required for Space Age so if you detect space-age you can assume that quality is also there.
Code: Select all
if (mods["space-age"]) then
-- space age + quality stuff
elseif (mods["quality"]) then
-- quality without space age
else
-- neither one
end
- Thu Dec 05, 2024 12:41 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Changing tiles in on_chunk_generated changes landing location
- Replies: 1
- Views: 1763
[boskid][2.0.23] Changing tiles in on_chunk_generated changes landing location
My mod, Void Block , hooks on_chunk_generated to replace almost the entire surface with water/lava/whatever. However, as a consequence, somehow this alters the location where pods land, and they no longer come down at 0,0. This change persists even if the mod is removed.
I ran two tests. The NoMod ...
I ran two tests. The NoMod ...