Search found 16 matches

by louanbastos
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)

Bilka wrote: Wed Aug 27, 2025 5:30 pm Update your game to the latest experimental version.
Oh, ok, thank you. Ill wait the stable version then, but thank you dear.
by louanbastos
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 ...
by louanbastos
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)

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.
Can you show me?
by louanbastos
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 ...
by louanbastos
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 ...
by louanbastos
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 ...
by louanbastos
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 ...
by louanbastos
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 ...
by louanbastos
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 ...
by louanbastos
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
by louanbastos
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 ...
by louanbastos
Mon May 19, 2025 6:07 pm
Forum: Tools
Topic: Modded Achievement Enabler
Replies: 42
Views: 122423

Re: Modded Achievement Enabler

zin 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.
Yes
by louanbastos
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
by louanbastos
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 ...
by louanbastos
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 ...
by louanbastos
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 ...

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