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 ...
Search found 35 matches
- Mon Jan 20, 2025 8:54 pm
- Forum: General discussion
- Topic: Congrats, you broke me
- Replies: 8
- Views: 462
- 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: 239
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: 224
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: 888
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: 888
- Sat Dec 14, 2024 9:43 pm
- Forum: Questions, reviews and ratings
- Topic: cube1
- Replies: 1
- Views: 156
- Sat Dec 14, 2024 1:08 am
- Forum: Questions, reviews and ratings
- Topic: cube1
- Replies: 1
- Views: 156
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: 192
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: 192
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: 363
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: 363
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: 176
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: 1318
[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 ...
- Wed Dec 04, 2024 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Optional circuit-controlled rocket launch mode
- Replies: 4
- Views: 534
Re: Optional circuit-controlled rocket launch mode
I have a mod that can do this if you want to give it a try.
https://mods.factorio.com/mod/CircuitLaunchableRockets
https://mods.factorio.com/mod/CircuitLaunchableRockets
- Wed Dec 04, 2024 5:54 am
- Forum: Not a bug
- Topic: [2.0.23] FusionReactorPrototype does not respect burnt_result
- Replies: 3
- Views: 239
Re: [2.0.23] FusionReactorPrototype does not respect burnt_result
Did you remember to add a slot for the burnt item in the reactor itself?
Code: Select all
data.raw["fusion-reactor"]["fusion-reactor"].burner.burnt_inventory_size = 1
- Tue Dec 03, 2024 6:56 pm
- Forum: Modding help
- Topic: I have idea for the mod and wonder about a spoilage mechanic.
- Replies: 3
- Views: 276
Re: I have idea for the mod and wonder about a spoilage mechanic.
Here is a mod doing something similar, so you have some code to look at.
https://mods.factorio.com/mod/multispoil
https://mods.factorio.com/mod/multispoil
- Mon Dec 02, 2024 6:11 pm
- Forum: Modding help
- Topic: How to disable an entity?
- Replies: 3
- Views: 221
Re: How to disable an entity?
Code: Select all
burner_lab.next_upgrade = nil
- Sun Dec 01, 2024 10:17 pm
- Forum: Modding interface requests
- Topic: Allow cargo pod scripting
- Replies: 5
- Views: 321
Re: Allow cargo pod scripting
No, a landed pod is a "cargo-pod-container" which is a distinct entity (but looks very similar) to a "cargo-pod" entity.
- Sun Dec 01, 2024 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Allow the insertion of rocket part ingredients into the rocket silo.
- Replies: 6
- Views: 1235
Re: Allow the insertion of rocket part ingredients into the rocket silo.
A mod to solve this issue for now: https://mods.factorio.com/mod/RocketCargoInsertion
- Sat Nov 30, 2024 6:45 pm
- Forum: Implemented mod requests
- Topic: Event for launching a cargo pod from a space platform
- Replies: 5
- Views: 453
Re: Event for launching a cargo pod from a space platform
Yay! We have on_cargo_pod_finished_ascending now.