Search found 284 matches
- Thu Sep 15, 2022 11:13 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 82
- Views: 23485
Re: Factorio is coming to Nintendo Switch™
Already answered, see https://forums.factorio.com/viewtopic.php?p=573867#p573867 There is an argument to make that there is a lot of mods that console could handle but when you think about it, then yeah, the dev's line of argumentation makes a total sense. PC players can tinker with mods, load a fe...
- Tue Sep 13, 2022 6:04 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 82
- Views: 23485
Re: Factorio is coming to Nintendo Switch™
Why no mod support? I’m guessing it’s either: 1) Lack of CPU power and/or RAM 2) Trouble porting the Lua library, since it uses JIT, and the Switch won’t let unsigned code be marked as executable. Also, not using JIT would make 1 even worse, as well as fragmenting the codebase 3) Issues with commun...
- Tue Mar 09, 2021 3:58 pm
- Forum: Modding help
- Topic: Localizing allowed_values without duplicating entries in the *.cfg file
- Replies: 5
- Views: 1236
Re: Localizing allowed_values without duplicating entries in the *.cfg file
Could some mod move this topic to Modding interface requests board, please?
- Tue Mar 09, 2021 3:45 pm
- Forum: Modding help
- Topic: Localizing allowed_values without duplicating entries in the *.cfg file
- Replies: 5
- Views: 1236
Re: Localizing allowed_values without duplicating entries in the *.cfg file
If you could define a LocalisedName in lua during the settings stage for allowed_values, you could resolve this easily, but it is not exposed to the API to be able to do this. Interface request time? If there is really no way to do it right now then interface request time, sure as heck. (Both for n...
- Tue Mar 09, 2021 3:38 pm
- Forum: Mod portal Discussion
- Topic: Strange Downloads
- Replies: 9
- Views: 2352
Re: Strange Downloads
I've uploaded a new mod (https://mods.factorio.com/mod/Rohlinheatagtmuf_Hdhaotaotfnllsape-atnsasri/downloads) 3 days ago and it already has 700 downloads which is way more than my older mods had around this age. I've added a new version 8 hours ago. At that moment the old version had around 150 down...
- Tue Mar 09, 2021 7:59 am
- Forum: Modding help
- Topic: Localizing allowed_values without duplicating entries in the *.cfg file
- Replies: 5
- Views: 1236
Re: Localizing allowed_values without duplicating entries in the *.cfg file
OK, a real example from my latest mod. Rohlinheatagtmuf Hdhaotaotfnllsape'atnsasri.cfg There is 165 entries in this file but it could be only 53 (> 3x less!) if duplicates were removed. I'm using a template of the locale file and then create duplicate files by a script but this is a problematic appr...
- Sun Mar 07, 2021 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Interface issues when mod name is long
- Replies: 5
- Views: 3290
Re: [kovarex] [1.1.26] Interface issues when mod name is long
All this blue text (beside the first two words) is the name of my mod.
(I probably should show English version of the game but this screenshot wasn't planned for the forum.)
- Sun Mar 07, 2021 5:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Interface issues when mod name is long
- Replies: 5
- Views: 3290
Re: [kovarex] [1.1.26] Interface issues when mod name is long
This title is an art. It's subversive poetry without rhymes and you cannot suppress it! 
Btw, I've found another funny side-effect of a long name. I'm not sure if this count as a bug but it looks bizarre.

Btw, I've found another funny side-effect of a long name. I'm not sure if this count as a bug but it looks bizarre.
- Fri Mar 05, 2021 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Interface issues when mod name is long
- Replies: 5
- Views: 3290
[kovarex] [1.1.26] Interface issues when mod name is long
So I've made a mod with reasonable and absolutely legal name of 277 characters and there are a few problems with the game interface: 1) In the "Mods" menu, when you select the mod on the list, you cannot see the entire name on the right. (Not that big a deal but it would be nice it there w...
- Sun Feb 28, 2021 3:09 am
- Forum: Modding help
- Topic: Localizing allowed_values without duplicating entries in the *.cfg file
- Replies: 5
- Views: 1236
Localizing allowed_values without duplicating entries in the *.cfg file
There is a series of drop-down lists in my mod settings, each containing the same allowed_values . I know I can do localize them like this: [string-mod-setting] my-mod-setting1-value1=Locale 1 my-mod-setting1-value2=Locale 2 # more values... (imagine 4 more lines here) my-mod-setting1-value7=Locale ...
- Mon Feb 08, 2021 5:03 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 45302
Re: Blueprints: Mirror/flip
But then kovarex was playing and really really wanted to just copy and flip his train unloading setup (just your typical Inserters, chests, and belts). So he decided to just add it, and prevented the flip problems by just disallowing flipping blueprints that wouldn't flip properly. Nice to know tha...
- Mon Feb 08, 2021 6:24 am
- Forum: Technical Help
- Topic: [1.1.4] Script error opening/importing 1.0.0 save
- Replies: 18
- Views: 3533
Re: [1.1.4] Script error opening/importing 1.0.0 save
I have the same problem. It may help that my save file is really small because I made it in the map editor only to create a picture for my mod and I didn't move the character from the spawn. Yeah, there is a mod there but I don't think it changes much. The mod replaces textures and the only thing i...
- Sun Feb 07, 2021 5:01 pm
- Forum: Technical Help
- Topic: [1.1.4] Script error opening/importing 1.0.0 save
- Replies: 18
- Views: 3533
Re: [1.1.4] Script error opening/importing 1.0.0 save
I have the same problem. It may help that my save file is really small because I made it in the map editor only to create a picture for my mod and I didn't move the character from the spawn. Yeah, there is a mod there but I don't think it changes much. The mod replaces textures and the only thing it...
- Fri Jun 26, 2020 3:16 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 15339
Re: Friday Facts #353 - Trailer update
The rocket at the bottom of the page is great 

- Thu May 21, 2020 11:03 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1651
Re: Run script.on_event from my mod after all other mods
@Raiguard It would probably work but it would increase amount of code an order of magnitude. (Multiplayer and keeping track of things like: which player to clear, is the event already registered, is the event ready to be unregistered.) Beside I can imagine that this would do a number on any mod that...
- Wed May 20, 2020 3:23 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1651
Re: Run script.on_event from my mod after all other mods
Well, of course "run after all other mods" won't do that if there are more mods which request it. What about we call it "put it after all mods which didn't specify this option unless some dependency specify otherwise" instead. Although, I don't think we have to go as far as creat...
- Tue May 19, 2020 11:36 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1651
Re: Run script.on_event from my mod after all other mods
It seems like there is currently no good way to do that.
Could some mod move this topic to modding interface requests?
Could some mod move this topic to modding interface requests?
- Tue May 12, 2020 8:21 pm
- Forum: Ideas and Suggestions
- Topic: improve train block overlay: add directions
- Replies: 55
- Views: 7835
Re: Quality of life improvement: Visualize one-way rails with arrow
This could also be helpful while designing intersections and such.
- Tue May 12, 2020 7:21 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1651
Re: Run script.on_event from my mod after all other mods
According to this topic my mod would still load near the beginning because it has no dependencies.
- Tue May 12, 2020 6:10 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1651
Run script.on_event from my mod after all other mods
I've created a very simple mod that removes all items that are given to a player on respawn. script.on_event(defines.events.on_player_respawned, function(event) local player = game.players[event.player_index] if player.character then player.character.clear_items_inside() end end) The problem is that...