Oh, ok, thank you. Ill wait the stable version then, but thank you dear.
Search found 16 matches
- Wed Aug 27, 2025 5:37 pm
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Wed Aug 27, 2025 5:29 pm
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
If it's not too much trouble, could you send me the code for these features:
Instant blueprint building
Instant upgrading
Instant rail planner
I managed to do the "Instant deconstruction" feature, but I can't seem to get the others working.
Mod is attached, have fun.
It was perfect, but ...
- Wed Aug 27, 2025 4:46 pm
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
Can you show me?curiosity wrote: Wed Aug 27, 2025 4:42 pm I thought that editor stuff was already done via script. Seems more robust design than hardcoding.
- Wed Aug 27, 2025 2:57 pm
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
It's already possible to replicate most of these editor functions by listening to the building/deconstruction/etc events and reviving/destroying/etc the entities, so I think we're unlikely to add extra API functions that do the same thing.
For example, I made a simple mod for instant blueprinting ...
- Wed Aug 27, 2025 12:17 pm
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
It's already possible to replicate most of these editor functions by listening to the building/deconstruction/etc events and reviving/destroying/etc the entities, so I think we're unlikely to add extra API functions that do the same thing.
For example, I made a simple mod for instant blueprinting ...
- Wed Aug 27, 2025 11:51 am
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
My sincere apologies, I wish that, as per the image,
https://i.imgur.com/4JnYY7F.png
So that we could have some editor mode abilities without being in it.
I'll use an example because I think it'll be easier to explain.
If I wanted to create a simple mod to instantly build any blueprint ...
https://i.imgur.com/4JnYY7F.png
So that we could have some editor mode abilities without being in it.
I'll use an example because I think it'll be easier to explain.
If I wanted to create a simple mod to instantly build any blueprint ...
- Wed Aug 27, 2025 1:56 am
- Forum: Won't implement
- Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
- Replies: 11
- Views: 698
Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
TL;DR
Expose the Map Editor > Interaction behaviors as scriptable, per-player/force/surface flags in the public Lua API. This isn’t only for testing—it enables creative/sandbox play, accessibility/QoL features, server tools and new mod ideas.
Give the map editor abilities without being in it ...
Expose the Map Editor > Interaction behaviors as scriptable, per-player/force/surface flags in the public Lua API. This isn’t only for testing—it enables creative/sandbox play, accessibility/QoL features, server tools and new mod ideas.
Give the map editor abilities without being in it ...
- Sat Jul 19, 2025 9:47 am
- Forum: Modding help
- Topic: Regenerate Resources Help
- Replies: 1
- Views: 213
Regenerate Resources Help
I want to implement this code in my mod. The main issue is that I'm having a problem. Even using just the command, using it on large maps (approximately 15,100 generated chunks) causes the screen to freeze for a while. Despite this, the code works normally.
I wanted to create a solution to run this ...
I wanted to create a solution to run this ...
- Wed Jun 25, 2025 12:14 am
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 42
- Views: 122423
Re: Modded Achievement Enabler
Hi, I was wondering: does Modded Achievement Enabler still work when the game restarts itself, which happens when you install, enable, or disable a mod?
I always restart the game manually a second time just in case, but I’m curious whether this is necessary. The command prompt doesn’t pop up ...
- Tue Jun 24, 2025 1:11 pm
- Forum: Modding help
- Topic: Identifying GUI elements
- Replies: 2
- Views: 639
Re: Identifying GUI elements
+1
I really want to know
I really want to know
- Mon Jun 23, 2025 12:08 am
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 42
- Views: 122423
Re: Modded Achievement Enabler
Hi, I was wondering: does Modded Achievement Enabler still work when the game restarts itself, which happens when you install, enable, or disable a mod?
I always restart the game manually a second time just in case, but I’m curious whether this is necessary. The command prompt doesn’t pop up when ...
- Mon May 19, 2025 6:07 pm
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 42
- Views: 122423
Re: Modded Achievement Enabler
Yeszin wrote: Mon May 19, 2025 6:00 pm Does v1.0.15 (2.0.38 support) work in Factorio 2.0.47? I’m using Steam and Windows 11.
I don’t exactly know what changes the Factorio devs make prompt this tool to need updating, but I’m going to assume it still works since there hasn’t been a new update in a while.
- Sun Apr 20, 2025 8:00 am
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 132
- Views: 202850
Re: Re-Enable Achievements...
Hey guys, I created a mod where you can use commands, and other things that can help you edit your map without worrying about Achievements.
https://mods.factorio.com/mod/factorio- ... and-center
https://mods.factorio.com/mod/factorio- ... and-center
- Tue Apr 08, 2025 7:44 pm
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 132
- Views: 202850
Re: Re-Enable Achievements...
Guide for Windows 11 users that have trouble with the previously mentioned tools.
To summarise above, in my understanding, you are looking for a string in the level.dat files that contains 8 hexadecimal "FF"s followed closely (within 8 to 16 hex bytes) by another set of 8 "FF"s. Immediately ...
- Tue Dec 31, 2024 2:41 am
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 132
- Views: 202850
Re: Re-Enable Achievements...
https://i.imgur.com/HWOXL5Q.png
https://i.imgur.com/SFgYuJE.png
https://i.imgur.com/8hGVdKa.png
https://i.imgur.com/SFrfPp0.png
https://i.imgur.com/9ljRGwj.png
There are some achievements that are locked by time or with other requirements, it would be interesting to have a way to ...
https://i.imgur.com/SFgYuJE.png
https://i.imgur.com/8hGVdKa.png
https://i.imgur.com/SFrfPp0.png
https://i.imgur.com/9ljRGwj.png
There are some achievements that are locked by time or with other requirements, it would be interesting to have a way to ...
- Tue Dec 24, 2024 9:33 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] New Game+
- Replies: 45
- Views: 30419
Re: [MOD 0.16 - 1.1] New Game+
Version 5.0.1:
Added peaceful mode description.
Changed license to MIT.
I cannot (reasonably) play games without controller support.
Maintaining mods for a game I can't play is an uninteresting hobby for me.
So I want to make it easier for others to fork my mods.
May you take this code and ...