Hello. I see in the changelog that the "utility constant pollution_color" was removed. I found another file base/prototypes/pollution.lua that defines pollution color and I'm trying to change the color with a mod.
When I copy the whole data:extends() statement from pollution.lua and change the ...
Search found 13 matches
- Thu Oct 24, 2024 10:57 am
- Forum: Modding help
- Topic: [2.0, Solved] How to change just one property in a mod
- Replies: 0
- Views: 224
- Mon Mar 19, 2018 9:13 pm
- Forum: Releases
- Topic: Version 0.16.31
- Replies: 19
- Views: 17312
Re: Version 0.16.31
Bugfixes
Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file
Well, duh. :) I mean the crash.
Something like this ...
- Fri Mar 16, 2018 12:18 pm
- Forum: Show your Creations
- Topic: Unloading more than one fluid at one train station
- Replies: 4
- Views: 4210
Re: Unloading more than one fluid at one train station
Hm. Not the way I'd do it but it works I guess.
Why not have the train contents read, then activate one of the pumps based on the fluid type the train carries? Then once the buffer tank is 100% full, send a signal by circuit back to the train that tells it to depart via the OR clause (IE, depart if ...
Why not have the train contents read, then activate one of the pumps based on the fluid type the train carries? Then once the buffer tank is 100% full, send a signal by circuit back to the train that tells it to depart via the OR clause (IE, depart if ...
- Fri Mar 16, 2018 11:49 am
- Forum: Show your Creations
- Topic: Unloading more than one fluid at one train station
- Replies: 4
- Views: 4210
Unloading more than one fluid at one train station
I deliver lubricant and sulfuric acid to my base from the refinery by trains. I thought why not have a single fluid unloading station and so I designed this one.
https://imgur.com/a/j5X3C
The idea is to pump any fluid into an intermediate empty tank first and from there activate one of the ...
https://imgur.com/a/j5X3C
The idea is to pump any fluid into an intermediate empty tank first and from there activate one of the ...
- Thu Aug 25, 2016 9:34 pm
- Forum: Gameplay Help
- Topic: Move map with mouse
- Replies: 3
- Views: 3368
Re: Move map with mouse
Ok found it. In Options / Controls, tab 'Game', last option in right column 'Drag map'.
- Thu Aug 25, 2016 9:16 pm
- Forum: Gameplay Help
- Topic: Move map with mouse
- Replies: 3
- Views: 3368
Re: Move map with mouse
I know but I only use mouse. Thanks mate, I will try it. Perhaps this can be changed in keybindings?
- Thu Aug 25, 2016 8:38 am
- Forum: Gameplay Help
- Topic: Move map with mouse
- Replies: 3
- Views: 3368
Move map with mouse
Hello, on my main PC I can move the map with the mouse (left mouse button). Now I installed Factorio on another PC and it doesn't work nor can I find some setting that would enable that.
main PC: Windows 10, Stream, 0.13.17
this PC: Windows 7, 64 bit .zip package downloaded from the Factorio ...
main PC: Windows 10, Stream, 0.13.17
this PC: Windows 7, 64 bit .zip package downloaded from the Factorio ...
- Sat Aug 20, 2016 10:44 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 75651
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Hey thanks for an awesome mod!
How about if you pick a belt or inserter, it would rotate it the same way?
How about if you pick a belt or inserter, it would rotate it the same way?
- Fri Aug 19, 2016 10:09 am
- Forum: Ideas and Suggestions
- Topic: Roofs
- Replies: 3
- Views: 2095
Roofs
Adding roof tiles between walls hides everything below. Walls must reasonably support the roof tiles as they cannot hover in the air. Gates count as walls.
This is nothing else than aesthetics; to hide all those combinators, wires and support structure cluttering your meticulous designs.
Mouse ...
This is nothing else than aesthetics; to hide all those combinators, wires and support structure cluttering your meticulous designs.
Mouse ...
- Fri Aug 12, 2016 2:26 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 105417
Re: Friday facts #151 - The plans for 0.14
I'm very excited about the nuclear power. I hope you will succeed in making it an interesting alternative with its own unique mechanics.
Some ideas that I can instantly think of:
one should be careful with nuclear energy - if we overload steam/solar, everything works slower or doesn't work at ...
Some ideas that I can instantly think of:
one should be careful with nuclear energy - if we overload steam/solar, everything works slower or doesn't work at ...
- Wed Jul 27, 2016 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Improved quick insertion of items
- Replies: 6
- Views: 10053
Re: Improved quick insertion of items
you still need inventory fiddling to get that damn initial stack of 25 ammo in your hand to fill turret with just 12, and that is hard to do with automatic inventory grouping
Yeah this is another problem. Perhaps there is a reason why there isn't a simple selector, where you click on a stack in ...
Yeah this is another problem. Perhaps there is a reason why there isn't a simple selector, where you click on a stack in ...
- Wed Jul 27, 2016 12:18 pm
- Forum: Ideas and Suggestions
- Topic: Improved quick insertion of items
- Replies: 6
- Views: 10053
Re: Improved quick insertion of items
There is intermediate solution without needing to grind the inventory, but you have to drop items via machinery UI. For example with turrets I stick to having 15-25 bullets in each of them. Open inv, right-click (hand got 50), drop into turret (hand got 0), right-click on turret ammo (hand got 25 ...
- Wed Jul 27, 2016 10:18 am
- Forum: Ideas and Suggestions
- Topic: Improved quick insertion of items
- Replies: 6
- Views: 10053
Improved quick insertion of items
By 'quick insertion of items' I mean CTRL+left/right clicking while holding items in hand. I don't know how is this feature called officially.
Right now if I hold an incomplete stack of items in hand (eg stack of 10 items that stack to 50) and I Ctrl+click on a building, full/half of the current ...
Right now if I hold an incomplete stack of items in hand (eg stack of 10 items that stack to 50) and I Ctrl+click on a building, full/half of the current ...