Search found 20 matches
- Tue Jun 25, 2019 5:09 am
- Forum: Modding interface requests
- Topic: Adding more methods to manipulate scripted achievements
- Replies: 10
- Views: 3662
Re: Adding more methods to manipulate scripted achievements
Bumping post per Bilka's request.
- Sun Jun 23, 2019 5:51 pm
- Forum: Campaign / Scenario suggestions
- Topic: 0.17.50 Campaign Feedback From an Experienced Guy Pretending to be New
- Replies: 0
- Views: 3273
0.17.50 Campaign Feedback From an Experienced Guy Pretending to be New
Hey, recently played (partway, see end of post) through the new campaign for the first time. For those who don't know me, I used to be the head admin over on the wiki. I've got a pretty good amount of experience with the game, but to play this campaign, I pretended I was new to the game, as I ...
- Sat May 04, 2019 9:42 pm
- Forum: Modding help
- Topic: Map Gen settings to create an infinite grass world?
- Replies: 3
- Views: 1550
Map Gen settings to create an infinite grass world?
I can't seem to make heads or tails of the map gen settings system.
I'm looking to make a new surface that's just infinite grass in all directions (never generate ores, cliffs, trees, etc, just grass tiles, a blank pasture), but I can't figure out what I need to specify (or not specify).
I'd ...
I'm looking to make a new surface that's just infinite grass in all directions (never generate ores, cliffs, trees, etc, just grass tiles, a blank pasture), but I can't figure out what I need to specify (or not specify).
I'd ...
- Fri Jul 07, 2017 6:16 pm
- Forum: Implemented mod requests
- Topic: add new info.json dependency type: incompatible
- Replies: 5
- Views: 2917
Re: add new info.json dependency type: incompatible
This would be useful for mods that step on each other's toes, IE change or add a very similar thing.
- Thu Jul 06, 2017 3:30 am
- Forum: Modding interface requests
- Topic: Adding more methods to manipulate scripted achievements
- Replies: 10
- Views: 3662
Adding more methods to manipulate scripted achievements
Rseding91 asked me to post this here, so I'd like to request the following methods to manipulate achievements, if possible:
LuaPlayer::disable_achievement() - Takes an achievement, and disables/fails it, showing the failed achievement icon, and preventing it from being unlocked through script or ...
LuaPlayer::disable_achievement() - Takes an achievement, and disables/fails it, showing the failed achievement icon, and preventing it from being unlocked through script or ...
- Fri Jun 30, 2017 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [15.25] LuaPlayer.unlock_achievement unexpected behav.
- Replies: 1
- Views: 2389
[Rseding91] [15.25] LuaPlayer.unlock_achievement unexpected behav.
Problem: LuaPlayer.unlock_achievement() doesn't produce the same behaviour as documented on it's page of the API, http://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.unlock_achievement.
What I expected: Calling the method repeatedly on the same player with the same achievement would do ...
What I expected: Calling the method repeatedly on the same player with the same achievement would do ...
- Mon Jun 26, 2017 4:34 pm
- Forum: Mods
- Topic: [Mod 0.15.x] You've Got Mail!
- Replies: 0
- Views: 1202
[Mod 0.15.x] You've Got Mail!
Type: Mod
Name: You've Got Mail!
Description: Adds a mail interface for multiplayer that allows sending other players (offline or online) mail.
License: GPLv3
Version: 0.1.0
Latest release: 2017-06-26
Tested-With-Factorio-Version: 0.15.23
Mod Portal Link
You've got Mail! is a mod intended ...
Name: You've Got Mail!
Description: Adds a mail interface for multiplayer that allows sending other players (offline or online) mail.
License: GPLv3
Version: 0.1.0
Latest release: 2017-06-26
Tested-With-Factorio-Version: 0.15.23
Mod Portal Link
You've got Mail! is a mod intended ...
- Sat Jun 17, 2017 4:14 pm
- Forum: Outdated/Not implemented
- Topic: Please put 32 bit demo versions back up
- Replies: 21
- Views: 9223
Re: Please put 32 bit demo versions back up
Just figured I'd drop this here, It's a survey I took of /r/factorio, which is I believe the second largest (or largest?) aggregation of players.
http://www.strawpoll.me/11294796/r
If steam reports that 1% of people are playing factorio with 32 bit, that means that's 1% of 69%. You greatly ...
http://www.strawpoll.me/11294796/r
If steam reports that 1% of people are playing factorio with 32 bit, that means that's 1% of 69%. You greatly ...
- Wed Jun 14, 2017 5:49 pm
- Forum: Modding help
- Topic: How do I remove an item from a drop-down?
- Replies: 12
- Views: 5198
Re: How do I remove an item from a drop-down?
I finally figured it out, you have to pull the table of items out of the dropdown, then set it back in, eg
local items = dropDown.items
table.remove(items, 1)
dropDown.items = items
I'm not sure why I had to do that, probably due to an interfacing issue, but either way, that worked out for me ...
local items = dropDown.items
table.remove(items, 1)
dropDown.items = items
I'm not sure why I had to do that, probably due to an interfacing issue, but either way, that worked out for me ...
- Fri Jun 09, 2017 5:24 pm
- Forum: Modding help
- Topic: How do I remove an item from a drop-down?
- Replies: 12
- Views: 5198
How do I remove an item from a drop-down?
I can't seem to figure out how to remove a specific index from a drop-down. Trying to manipulate items via table.remove(dropDown.items, dropDown.selected_index) doesn't seem to work, and there's no method to remove at a specific index.
Do I have to clear and recreate in order to remove an item? I'd ...
Do I have to clear and recreate in order to remove an item? I'd ...
- Fri Jun 09, 2017 4:19 am
- Forum: Modding help
- Topic: How are styles defined for factorio's GUIs?
- Replies: 3
- Views: 2492
How are styles defined for factorio's GUIs?
If I look on the api, I see that it says I can define a style, which is a string, to use for the newly .add{}-ed gui element, but I can't find any information about how styles are defined. I'd like to be able to reuse styles so I don't have to repeatedly modify the style after the element is created ...
- Wed Jun 07, 2017 4:10 pm
- Forum: Wiki Talk
- Topic: Can't request a new password
- Replies: 2
- Views: 2820
Re: Can't request a new password
Hi there Neemys.
Sorry to hear you're having trouble! I can confirm that your account does indeed exist, and your email is confirmed. I have sent another temporary password to the email that you used to sign up. Please let me know if you are able to log into the account with that.
Thanks.
Sorry to hear you're having trouble! I can confirm that your account does indeed exist, and your email is confirmed. I have sent another temporary password to the email that you used to sign up. Please let me know if you are able to log into the account with that.
Thanks.
- Fri Mar 31, 2017 8:55 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11283
Re: [MOD 0.14] Subterrain
But we have the same problem, if underground belts and pipes are cut using new underground belts and pipes logic fails for giving the right amount back.
Yeah, that's an issue that I could never find a clean solution to, because of how factorio's underground belt logic works. I guess it's fine ...
Yeah, that's an issue that I could never find a clean solution to, because of how factorio's underground belt logic works. I guess it's fine ...
- Fri Mar 31, 2017 2:27 am
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11283
Re: [MOD 0.14] Subterrain
Oh hey, I'm the mod creator of Subterrain. I didn't expect someone to do this (and giving me a heads up would have been nice), but it's all cool. :)
With your permission, I could merge in your fixes to my control scripting code, but I wish to keep the technologies and entities seperate from ...
With your permission, I could merge in your fixes to my control scripting code, but I wish to keep the technologies and entities seperate from ...
- Sun Mar 12, 2017 1:17 pm
- Forum: Wiki Talk
- Topic: Version History changes
- Replies: 3
- Views: 3829
Re: Version History changes
Hey there. I have resolved the issue with the Navbox, it was due to the huge table of contents offsetting the browser when you end up on the page. The links in the Navbox should now correctly move the browser to the relevant part.
We are currently looking into making the history template link to ...
We are currently looking into making the history template link to ...
- Sun Mar 05, 2017 6:45 pm
- Forum: Modding help
- Topic: A bit of assistance needed with forces.
- Replies: 1
- Views: 978
A bit of assistance needed with forces.
Is there a way to make a force unable to be damaged by entities of a different force?
Eg make it so players of the player force cannot damage the "green" force, but all players in the "green" force can damage each other?
Thanks prematurely for any help on the subject.
Eg make it so players of the player force cannot damage the "green" force, but all players in the "green" force can damage each other?
Thanks prematurely for any help on the subject.
- Wed Mar 01, 2017 2:42 am
- Forum: Won't fix.
- Topic: [0.14.22] Items on belts do not move when activating belt
- Replies: 1
- Views: 1754
[0.14.22] Items on belts do not move when activating belt
I actually experienced this bug while making a mod, but it can be replicated in vanilla factorio.
What I did:
I placed a line of transport belts, and somewhere in the middle of the line I disabled one of the belts. When I put items at the beginning of the line of belts, they moved across the belt ...
What I did:
I placed a line of transport belts, and somewhere in the middle of the line I disabled one of the belts. When I put items at the beginning of the line of belts, they moved across the belt ...
- Tue Feb 07, 2017 11:34 pm
- Forum: Modding discussion
- Topic: Incomplete guide to factorio modding
- Replies: 3
- Views: 2201
Re: Incomplete guide to factorio modding
Hey there Adil, just dropping by to say that I did in fact see your reply on the Wiki. Funnily enough, I don't use the forum that often. While I don't have any suggestions, I'm happy that you're taking the time to update it. If you don't mind, I could look it over and fix a few typos and whatnot. Do ...
- Wed Oct 19, 2016 2:05 am
- Forum: Wiki Talk
- Topic: Main page news not updating for unregistered users
- Replies: 6
- Views: 4294
Re: Main page news not updating for unregistered users
This is not something that anyone can fix by clearing cache, it's an issue with the page itself. It's being addressed with the new main page.
- Sat Oct 15, 2016 4:45 pm
- Forum: Wiki Talk
- Topic: Main page news not updating for unregistered users
- Replies: 6
- Views: 4294
Re: Main page news not updating for unregistered users
Hey there, Wiki admin here. This is caused by a caching issue, and I am currently working on a new main page that should hopefully fix this problem. Thank you for your feedback.