Search found 1828 matches

by Nexela
Fri Jul 01, 2022 12:16 am
Forum: Implemented mod requests
Topic: reverse_entity_type_filters please
Replies: 10
Views: 279

Re: reverse_entity_type_filters please

Pi-C wrote:
Sun Jun 19, 2022 5:28 pm
I thought they already were implemented. At least the prototype browser shows fields for reverse filters:
Everything for them was implemented, except for the important part where they get read into the game :)
by Nexela
Wed Jun 15, 2022 1:23 am
Forum: Implemented mod requests
Topic: reverse_entity_type_filters please
Replies: 10
Views: 279

Re: reverse_entity_type_filters please

moon69 wrote:
Mon Jun 13, 2022 8:12 pm
"reverse" can't help it they are a little bit backward - they still deserve some filter love? please?
Some love was added for the next version :)
by Nexela
Thu Apr 21, 2022 2:37 am
Forum: Technical Help
Topic: [1.1.57] Error loading save "Entity ... belongs to invalid force index"
Replies: 2
Views: 209

Re: [1.1.57] Error loading save "Entity ... belongs to invalid force index"

I didn't see any heatpipes at those coords, But I did get it to load, no promises that nothing else got broke in the process though!
by Nexela
Thu Apr 21, 2022 2:37 am
Forum: Technical Help
Topic: [1.1.57] Invalid Force ID -- How to fix
Replies: 2
Views: 150

Re: [1.1.57] Invalid Force ID -- How to fix

Is it cheating if I debug factorio and make it pick a force that exists.
by Nexela
Thu Apr 21, 2022 2:33 am
Forum: Technical Help
Topic: [1.1.57] Error loading save "Entity ... belongs to invalid force index"
Replies: 2
Views: 209

Re: [1.1.57] Error loading save "Entity ... belongs to invalid force index"

I didn't see any heatpipes at those coords, But I did get it to load, no promises that nothing else got broke in the process though!
by Nexela
Sun Mar 06, 2022 11:26 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 27899

Re: Small documentation improvement requests

Surface.create_entity{target =, source =}

MapPosition is missing as an optional for target and source both takes either LuaEntity(with health for target) or MapPosition


-> You're right, thanks, fixed for the next release.
by Nexela
Fri Dec 04, 2020 5:32 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.4] Can't fast replace underground belts through script
Replies: 4
Views: 763

[Rseding91] [1.1.4] Can't fast replace underground belts through script

I am 95% sure this used to work Create a single yellow underneathie, point at it and run /c entity = game.player.selected; entity.order_upgrade {force = entity.force, player = game.player, target = "fast-underground-belt"} entity.surface.create_entity { name = entity.get_upgrade_target().n...
by Nexela
Sat Oct 10, 2020 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] LuaEntity::get_upgrade_target() returns nil if a bot is dispatched
Replies: 2
Views: 633

[kovarex] [1.0.0] LuaEntity::get_upgrade_target() returns nil if a bot is dispatched

Plop a yellow belt just inside the end of a construction network with red belts in storage, Hit it with the upgrade planner /c game.print(game.player.selected.to_be_upgraded()) -> true /c game.print(game.player.selected.get_upgrade_target()) -> nil If there are no red belts in storage upgrade_target...
by Nexela
Tue Sep 15, 2020 12:29 am
Forum: Pending
Topic: [1.0.0] factorio --preset is ignored
Replies: 2
Views: 497

Re: [1.0.0] factorio --preset is ignored

TestPreset_0.0.1.zip
(829 Bytes) Downloaded 76 times

Code: Select all

factorio --load-scenario TestPreset/testpreset --preset rail-world
Scenario will open with generic default settings I.e 50x50 size and not the settings from the rail-world preset
by Nexela
Mon Sep 14, 2020 3:49 am
Forum: Pending
Topic: [1.0.0] factorio --preset is ignored
Replies: 2
Views: 497

[1.0.0] factorio --preset is ignored

Start a mod scenario from the command line

Start Factorio with factorio --load-scenario ModName/ScenarioName --preset default

The scenario is loaded with generic defaults 50x50 size etc
by Nexela
Sun Aug 23, 2020 4:28 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] inv.find_empty_stack('steel-chest')
Replies: 1
Views: 1348

[1.0.0] inv.find_empty_stack('steel-chest')

find_empty_stack(item) → LuaItemStack Finds the first empty stack. Filtered slots are excluded unless a filter item is given. The optional filter name on find_empty_stack only returns empty filtered stacks /c game.print(type(game.player.get_main_inventory().find_empty_stack('steel-chest'))) -- nil i...
by Nexela
Wed Jul 31, 2019 10:11 pm
Forum: PyMods
Topic: Tailings ponds can overflow?
Replies: 17
Views: 3114

Re: Tailings ponds can overflow?

but it is free landfill
Temporarily Possibly as one of the ToDos is 'fix for water tiles'
Does the spill eventually clear up?
Not currently..... But maybe something to add in the future! :P
by Nexela
Mon Jul 15, 2019 1:03 am
Forum: Won't fix.
Topic: 17.56 miner entity status inconsistent
Replies: 2
Views: 854

17.56 miner entity status inconsistent

Checking miner entity status on on_resource_depleted returns low_power Place 2 resources down next to each other /c game.player.surface.create_entity{position = game.player.position, name = 'iron-ore', amount =5} place a chest, and a miner shoving things in it. When the first resource is depleted lo...
by Nexela
Fri Jul 12, 2019 11:37 pm
Forum: Implemented mod requests
Topic: Number-only text field
Replies: 7
Views: 1228

Re: Number-only text field

Why pcalls though........
by Nexela
Wed Jul 10, 2019 11:33 pm
Forum: Technical Help
Topic: The following mod script files are not identical
Replies: 8
Views: 1358

Re: The following mod script files are not identical

This is a mod issue, By the looks of it with one of my mods. Soooooooooo I think I know why just need to time to figure out how to handle it.
by Nexela
Thu Jun 27, 2019 11:25 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 46220

Re: [MOD 0.12.26] Picker: Easily select items from inventory

I'll see if I can come up with some ideas for this. In the meantime you can use the `edit held item' keybind

Code: Select all

ctrl-shift-`
by Nexela
Thu Jun 20, 2019 2:49 am
Forum: Implemented mod requests
Topic: Map editor instant deconstruction should raise events
Replies: 20
Views: 4055

Re: Map editor instant deconstruction should raise events

What if destroy in the map editor also destroyed every entity the entity collides with in its collision box? I can't think of anything off the top of my head that could be bad there except very minimal code bloat.
by Nexela
Sun Jun 16, 2019 7:34 pm
Forum: Implemented mod requests
Topic: Belt neighbours
Replies: 4
Views: 1439

Re: Belt neighbours

Seconded

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