Search found 11 matches

by s6x
Sun Nov 24, 2024 6:41 pm
Forum: Modding help
Topic: Devilishness with a code
Replies: 3
Views: 61

Re: Devilishness with a code

Are you using dependencies to make sure that your mod's code runs after the mods you want to modify? That code you pasted will delete the last index it finds (whatever the value of i was) if it finds if it isn't able to match anything, and it won't find anything if the other mod's code hasn't run yet.
by s6x
Sat Nov 23, 2024 5:19 pm
Forum: Modding discussion
Topic: on_gui_confirmed for textfields - works or does not?
Replies: 2
Views: 85

Re: on_gui_confirmed for textfields - works or does not?

I think the issue is that a text field ("textfield") and a text box ("text-box") are different things. You can press enter to confirm a textfield, because it is one line, but pressing enter in a text-box just inserts a newline, because it is multiple lines. This interpretation is...
by s6x
Fri Nov 22, 2024 10:16 pm
Forum: Modding help
Topic: Stop cargo pods landing without a cargo pad
Replies: 3
Views: 155

Re: Stop cargo pods landing without a cargo pad

I think it's because you're fast replacing a container and the new entity's position is exactly the same as the old entity's position, so it transfers the contents.
by s6x
Fri Nov 22, 2024 9:40 pm
Forum: Modding interface requests
Topic: Event for launching a cargo pod from a space platform
Replies: 1
Views: 74

Re: Event for launching a cargo pod from a space platform

Yes please! This would be quite useful to me too.

We have on_rocket_launched for planets but nothing comparable for a space platform.
by s6x
Thu Nov 21, 2024 3:22 am
Forum: Modding help
Topic: Stop cargo pods landing without a cargo pad
Replies: 3
Views: 155

Re: Stop cargo pods landing without a cargo pad

I was able to make this work by listening to on_entity_died. data.lua local durable_container = util.table.deepcopy(data.raw["temporary-container"]["cargo-pod-container"]) durable_container.name = "fcp-durable-cargo-pod-container" durable_container.localised_name = { &q...
by s6x
Wed Nov 20, 2024 11:35 pm
Forum: Modding discussion
Topic: Rocket control in SA via modding api
Replies: 3
Views: 153

Re: Rocket control in SA via modding api

Unfortunately, I don't think you can control that stuff via Lua at the moment.

(Most of the development time for this mod was spent on working around this issue...)
by s6x
Tue Nov 19, 2024 6:21 pm
Forum: Ideas and Suggestions
Topic: Technology request: Conservation
Replies: 10
Views: 542

Re: Technology request: Conservation

Ron_Quiney wrote: ↑Tue Nov 19, 2024 4:12 pm If they had a "Refrigerate" recipe that returns given item in a frozen state that would require unfreezing in another cryoplant later would justify lack of prod bonus and add another and much needed tech from Aquilo.
I agree with you!

https://mods.factorio.com/mod/FrozenFood :mrgreen:
by s6x
Sun Nov 17, 2024 1:09 am
Forum: Ideas and Suggestions
Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Replies: 32
Views: 1337

Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket

After running afoul of this one myself, I went ahead and made a mod. It uses three separate new intermediates that you can choose to use, or not, to try to stay as compatible as possible with whatever existing rocket setup someone might have, and also still gain any benefits for making the rocket pa...
by s6x
Sat Nov 16, 2024 2:08 am
Forum: Ideas and Suggestions
Topic: Add "insertion targets" and "insertion sources" to the inserter options
Replies: 3
Views: 346

Re: Add "insertion targets" and "insertion sources" to the inserter options

This would be useful. It would, among many other uses, also solve the problem of inserters not being able to insert blue circuits/LDS/rocket fuel into a rocket's inventory, because you could just choose whether you wanted to put them in the rocket or use them to make more rockets.
by s6x
Fri Nov 15, 2024 8:27 pm
Forum: Ideas and Suggestions
Topic: Science packs are not longer centered on ALT mode
Replies: 9
Views: 502

Re: Science packs are not longer centered on ALT mode

Personally, I prefer the old way, but I can see there are advantages to this way, too. Perhaps it could be an option? The new approach also creates some problems with modded science packs, because they get shoved off in the corner, and if there are a lot of them it can look strange. Under the old sy...

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