Search found 41 matches

by s6x
Wed Mar 05, 2025 6:25 pm
Forum: Modding interface requests
Topic: LuaRendering::draw_icon()
Replies: 2
Views: 222

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.
by s6x
Mon Feb 10, 2025 11:15 pm
Forum: Modding help
Topic: Sending (fake) cargo-pod by script
Replies: 1
Views: 253

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 ...
by s6x
Wed Jan 29, 2025 11:41 pm
Forum: Modding help
Topic: Identifying Items or Entities Lacking elem_tooltip
Replies: 1
Views: 138

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 ...
by s6x
Tue Jan 28, 2025 12:08 am
Forum: Modding help
Topic: "Noob" prototype "type checking" question
Replies: 13
Views: 774

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 ...
by s6x
Mon Jan 27, 2025 10:55 pm
Forum: Modding interface requests
Topic: [Space Age] Quality Recipes
Replies: 6
Views: 428

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.
by s6x
Mon Jan 27, 2025 10:49 pm
Forum: Modding help
Topic: "Noob" prototype "type checking" question
Replies: 13
Views: 774

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 ...
by s6x
Mon Jan 20, 2025 8:54 pm
Forum: General discussion
Topic: Congrats, you broke me
Replies: 26
Views: 2505

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 ...
by s6x
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: 400

Re: Flag to have a recipe show up as a circuit signal

Did you try explicitly setting hide_from_signal_gui to false?
by s6x
Sun Jan 05, 2025 10:48 pm
Forum: Ideas and Suggestions
Topic: Allow circuit based rocket launches with mixed content
Replies: 3
Views: 395

Re: Allow circuit based rocket launches with mixed content

meet666 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?
You might enjoy https://mods.factorio.com/mod/CircuitLaunchableRockets
by s6x
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: 1639

Re: Don't Blacklist Blue Chips, LDS, and Rocket Fuel Direct Insertion into Rocket Inventory

BadPeteNo 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.
viewtopic.php?f=69&t=100924
by s6x
Sat Dec 14, 2024 9:43 pm
Forum: Questions, reviews and ratings
Topic: cube1
Replies: 1
Views: 284

Re: cube1

by s6x
Sat Dec 14, 2024 1:08 am
Forum: Questions, reviews and ratings
Topic: cube1
Replies: 1
Views: 284

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 ...
by s6x
Fri Dec 13, 2024 2:15 am
Forum: Modding help
Topic: String Replacement in data-updates.lua
Replies: 4
Views: 345

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.
by s6x
Thu Dec 12, 2024 9:09 pm
Forum: Modding help
Topic: String Replacement in data-updates.lua
Replies: 4
Views: 345

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.
by s6x
Thu Dec 12, 2024 2:05 am
Forum: Modding interface requests
Topic: Event for when a agri-tower prototype plants trees?
Replies: 8
Views: 540

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.
by s6x
Tue Dec 10, 2024 9:47 pm
Forum: Modding help
Topic: [SOLVED] Logic branching according to Spaceage or Quality mods
Replies: 2
Views: 287

Re: Logic branching according to Spaceage or Quality mods

It's a table, called mods.

Code: Select all

if (mods["space-age"]) then
-- space age + quality stuff
elseif (mods["quality"]) then
-- quality without space age
else
-- neither one
end
Quality is required for Space Age so if you detect space-age you can assume that quality is also there.
by s6x
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: 1465

[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 ...
by s6x
Wed Dec 04, 2024 5:36 pm
Forum: Ideas and Suggestions
Topic: Optional circuit-controlled rocket launch mode
Replies: 4
Views: 878

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

Go to advanced search