Search found 45 matches

by s6x
Sun Jan 04, 2026 5:36 pm
Forum: Modding interface requests
Topic: Make LuaTrain.kill_count and LuaTrain.killed_players writable
Replies: 3
Views: 361

Re: Make LuaTrain.kill_count and LuaTrain.killed_players writable

This seems like an XY problem anyway. The real request here is to make trains teleportable across surfaces, isn't it? I'm not sure how doable that is, though.
by s6x
Sun Dec 07, 2025 5:03 pm
Forum: Modding interface requests
Topic: Add inherent quality bonus _chance_ to recipes
Replies: 1
Views: 278

Re: Add inherent quality bonus _chance_ to recipes

This would be quite useful to me too.
by s6x
Sun Nov 02, 2025 5:47 pm
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 8
Views: 1762

Re: Define Primary Recipe on Item / Fluid

Having been burned by this a couple of times lately I will give this a bump. It would be quite useful.
by s6x
Thu Jul 03, 2025 4:19 am
Forum: Implemented mod requests
Topic: Add event for lightning striking a building
Replies: 4
Views: 878

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.
by s6x
Wed Mar 05, 2025 6:25 pm
Forum: Modding interface requests
Topic: LuaRendering::draw_icon()
Replies: 2
Views: 652

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: 667

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: 465

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: 2701

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: 10
Views: 2450

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: 2701

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: 5500

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: 981

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: 890

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: 5173

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: 655

Re: cube1

by s6x
Sat Dec 14, 2024 1:08 am
Forum: Questions, reviews and ratings
Topic: cube1
Replies: 1
Views: 655

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: 927

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: 927

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 4:30 am
Forum: Modding interface requests
Topic: Event for when a agri-tower prototype plants trees?
Replies: 8
Views: 1285

Re: Event for when a agri-tower prototype plants trees?

Works great, actually! :mrgreen: Thanks.

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