Apparently the CircuitCondition struct table thing has a "fulfilled" property. Handy and entirely practical. See (https://forums.factorio.com/viewtopic.php?p=179527#p179527)
Unfortunately the API docs are missing this important tidbit of information. (http://lua-api.factorio.com/0.13.6/Concepts ...
Search found 15 matches
- Wed Jul 06, 2016 11:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6]CircuitCondition.fulfilled missing from API docs
- Replies: 1
- Views: 915
- Tue Jul 05, 2016 5:58 pm
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 4423
Re: How do I know is entity enabled/disabled?
Does CircuitCondition.fulfilled exist? it's not in the API. Good to know if it does. 

- Fri Jul 01, 2016 7:15 pm
- Forum: Modding help
- Topic: Help in fix my mod
- Replies: 11
- Views: 3211
Re: Help in fix my mod
I'm pretty certain your error is a misplaced bracket in your technology\natural-gas.lua file
Change
data:extend(
{
type = "technology",
name = "natural-gas-2",
icon = "__base__/graphics/technology/oil-gathering.png",
prerequisites = {"steel-processing"},
effects =
{
{
type = "unlock ...
Change
data:extend(
{
type = "technology",
name = "natural-gas-2",
icon = "__base__/graphics/technology/oil-gathering.png",
prerequisites = {"steel-processing"},
effects =
{
{
type = "unlock ...
- Fri Jul 01, 2016 6:03 pm
- Forum: Modding help
- Topic: [Solved] How do I know is entity enabled/disabled?
- Replies: 7
- Views: 4423
Re: How do I know is entity enabled/disabled?
I'll take a crack at helping. :) Though I'm afraid I haven't got a direct method.
Honestly, I'd request the enabled state be added to the mod API, as solving this the way I'm about to propose is a bit arduous and wasteful.
Combing through the Lua API (http://lua-api.factorio.com/) for version 0.13 ...
Honestly, I'd request the enabled state be added to the mod API, as solving this the way I'm about to propose is a bit arduous and wasteful.
Combing through the Lua API (http://lua-api.factorio.com/) for version 0.13 ...
- Fri Jul 01, 2016 5:01 pm
- Forum: Modding help
- Topic: [0.13.2][GUI]Scroll bar
- Replies: 1
- Views: 892
[0.13.2][GUI]Scroll bar
I've tried searching and not found the answer. It's probably dead obvious but I'm usually worst when things are. :P
I'm trying to essentially recreate the technology scroll frame. I've not decided if I want to use icons or not, but I definitely need to be able to scroll the list.
I've got a frame ...
I'm trying to essentially recreate the technology scroll frame. I've not decided if I want to use icons or not, but I definitely need to be able to scroll the list.
I've got a frame ...
- Fri Jul 01, 2016 8:36 am
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 34323
Re: Version 0.13.2
Thanks for fixing all these things so quickly!
You guys rock.
I love the changes, too. Nice improvements.

I love the changes, too. Nice improvements.
- Thu Jun 30, 2016 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1][Modding]Logistics Filters Cleared on Force Change
- Replies: 2
- Views: 2413
Re: [0.13.1][Modding]Logistics Filters Cleared on Force Change
That was fast!
Thanks! 


- Thu Jun 30, 2016 1:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1][Modding]Logistics Filters Cleared on Force Change
- Replies: 2
- Views: 2413
[0.13.1][Modding]Logistics Filters Cleared on Force Change
In my per-player forces mod I'm working on I've got a feature which allows you to move the structures your force owns to another friendly force (while retaining ownership).
This works fine, for the most part.
However, in testing it today on a more progressed world I noted that my Logistics ...
This works fine, for the most part.
However, in testing it today on a more progressed world I noted that my Logistics ...
- Thu Jun 30, 2016 12:42 pm
- Forum: Modding help
- Topic: Logistics Filters Cleared on Force Change [0.13.1,Bug,Fixed]
- Replies: 0
- Views: 639
Logistics Filters Cleared on Force Change [0.13.1,Bug,Fixed]
I don't know if this is a bug or not. It did surprise me.
In my per-player forces mod I'm working on I've got a feature which allows you to move the structures your force owns to another friendly force (while retaining ownership).
This works fine, for the most part.
However, in testing it today on ...
In my per-player forces mod I'm working on I've got a feature which allows you to move the structures your force owns to another friendly force (while retaining ownership).
This works fine, for the most part.
However, in testing it today on ...
- Mon May 30, 2016 11:07 pm
- Forum: Modding interface requests
- Topic: Map charting and drawing interfaces
- Replies: 0
- Views: 1271
Map charting and drawing interfaces
I would like to know more and do more with map charting. Specifically I'd like to be able to know when a force is actively charting a sector of the world and be able to draw things to the chart either at that time or later.
Suggested features:
An event (ex. on_surface_charted) which informs that a ...
Suggested features:
An event (ex. on_surface_charted) which informs that a ...
- Sat May 28, 2016 10:43 pm
- Forum: Modding help
- Topic: Deep infinite mining drill
- Replies: 1
- Views: 1348
Re: Deep infinite mining drill
1) In terms of accomplishing this without adding entities to the world, you could try a procedural method of calculating the resources at a location (example: Perlin Noise) which allows you to sample a region at will for little cost. Perlin noise is a good option as it's pretty close to a lookup ...
- Sat May 28, 2016 8:41 pm
- Forum: Modding help
- Topic: Alternate Map Force (Faction) Colors / Map Drawing
- Replies: 0
- Views: 1016
Alternate Map Force (Faction) Colors / Map Drawing
My mod if progressing nicely. :D This system is both well designed and fun to play with. That's not surprising, really, but worth mentioning. :)
For my next tasks I'd like to play more with the map, what can be seen, and how some things appear on it. I'll make multiple posts to keep things ...
For my next tasks I'd like to play more with the map, what can be seen, and how some things appear on it. I'll make multiple posts to keep things ...
- Sat May 28, 2016 8:32 pm
- Forum: Modding help
- Topic: Sharing Vision between Forces (On Charted Event?)
- Replies: 0
- Views: 1117
Sharing Vision between Forces (On Charted Event?)
My mod if progressing nicely. :D This system is both well designed and fun to play with. That's not surprising, really, but worth mentioning. :)
For my next tasks I'd like to play more with the map, what can be seen, and how some things appear on it. I'll make multiple posts to keep things ...
For my next tasks I'd like to play more with the map, what can be seen, and how some things appear on it. I'll make multiple posts to keep things ...
- Fri May 27, 2016 10:34 pm
- Forum: Modding help
- Topic: [SOLVED] Method to remove a force
- Replies: 2
- Views: 2132
Re: Method to remove a force
Of course! That makes perfect sense.
Thanks!
Thanks for the super quick support. I've been where you are in other contexts, so I send much support and respect to you.
And I absolutely love Factorio.

Thanks for the super quick support. I've been where you are in other contexts, so I send much support and respect to you.
And I absolutely love Factorio.

- Fri May 27, 2016 8:28 pm
- Forum: Modding help
- Topic: [SOLVED] Method to remove a force
- Replies: 2
- Views: 2132
[SOLVED] Method to remove a force
This is my first post, so I apologize if I didn't pick quite the right location for it.
Greetings! I'm starting to cut my teeth on Factorio modding. It's something I've been tempted to do a few times but up until now haven't touched on much. I have played with the in-game live scripting, which is ...
Greetings! I'm starting to cut my teeth on Factorio modding. It's something I've been tempted to do a few times but up until now haven't touched on much. I have played with the in-game live scripting, which is ...