Search found 35 matches

by s6x
Mon Jan 20, 2025 8:54 pm
Forum: General discussion
Topic: Congrats, you broke me
Replies: 8
Views: 462

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: 239

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: 224

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: 888

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: 156

Re: cube1

by s6x
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 ...
by s6x
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.
by s6x
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.
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: 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.
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: 176

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: 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 ...
by s6x
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
by s6x
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
by s6x
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
by s6x
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
by s6x
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.
by s6x
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.

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