Search found 72 matches
- Wed Jul 27, 2022 8:44 am
- Forum: Duplicates
- Topic: [1.1.62] crash: Linked chest + circuit wires
- Replies: 1
- Views: 795
[1.1.62] crash: Linked chest + circuit wires
Modded the existing linked-chest entity to enable circuit wires (copied wire settings from steel chest). 1. Have a miner (tested with burner mining drill) mine directly into a linked chest 2. Connect the miner & the chest with green wire 3. On the miner uncheck read resources & check enable/...
- Thu Jun 30, 2022 3:50 am
- Forum: Modding interface requests
- Topic: Change Prototype/Item.burnt_result into an ItemProductPrototype
- Replies: 3
- Views: 1214
Change Prototype/Item.burnt_result into an ItemProductPrototype
Prototype/Item.burnt_result currently is a simple string containing an item name. This means that burnt_result is limited to always be a 1-to-1 amount for all items. Please change this to (optionally) be an ItemProductPrototype (no fluids allowed), so we can use the amount and probability fields to ...
- Tue Jun 28, 2022 2:50 am
- Forum: Modding interface requests
- Topic: Request: Prototype/ResourceEntity custom_map_tooltip property
- Replies: 2
- Views: 1128
Request: Prototype/ResourceEntity custom_map_tooltip property
Please add a new property for the 'resource' prototype: name: custom_map_tooltip type: LocalisedString default: nil If this is specified, then it should be displayed on the map view when hovering over the resource, instead of the default generated tooltip which shows the product names / amounts. We ...
- Tue Jun 28, 2022 2:19 am
- Forum: Modding interface requests
- Topic: Request: Prototype/AutoplaceControl default_enabled property
- Replies: 1
- Views: 815
Request: Prototype/AutoplaceControl default_enabled property
Please add a new property for the 'autoplace-control' prototype: name: default_enabled (or just "enabled") type: bool default: true If set to false, it allows an autoplace control to be disabled (checkbox unchecked on the GUI) on the default map-gen settings, while allowing the player or n...
- Wed Feb 02, 2022 12:44 pm
- Forum: Implemented mod requests
- Topic: Request: Prototype/AutoplaceControl mandatory property
- Replies: 1
- Views: 1165
Request: Prototype/AutoplaceControl mandatory property
Please add a new property for the 'autoplace-control' prototype:
mandatory
type: bool
default: false
If true it disables (or removes, whichever you prefer) the checkbox on the left of the autoplace control, so the player can't completely remove the resource or terrain feature from map gen.
mandatory
type: bool
default: false
If true it disables (or removes, whichever you prefer) the checkbox on the left of the autoplace control, so the player can't completely remove the resource or terrain feature from map gen.
- Wed Nov 24, 2021 5:47 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
- Replies: 4
- Views: 2328
Re: [1.1.47] Tips & tricks (modded) prototype error at load time
So apparently this was changed to "unlock-recipe" from "unlocked-recipe". I think the bug report is still valid, as this was an undocumented change. 1. Please update the wiki. Updating the documentation should be part of the workflow, and a change/bugfix/feature shouldn't be cons...
- Wed Nov 24, 2021 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
- Replies: 4
- Views: 2328
[1.1.47] Tips & tricks (modded) prototype error at load time
This error only happens on 1.1.47. It works correctly on 1.1.46. image_2021-11-24_135959.png The data.lua is simply adding a custom tip with the "unlocked-recipe" trigger (testmod attached): data:extend( { { type = "tips-and-tricks-item-category", name = "test-category"...
- Tue Dec 01, 2020 11:40 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 114823
Re: pY Industry - Discussion
One interesting solution would be if the satellite returned some intermediate component that you need to use in the QC to make the space science.
- Tue Dec 01, 2020 6:53 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 114823
Re: pY Industry - Discussion
Yeah, the vanilla bots and their intermediaries could be removed. They have no reason to exist, as you say they are worse in every way than Pynobots. I don't think they devalue belts, at least at the beginning. Pyanodon bases become big much earlier than vanilla bases, and robots have a disadvantage...
- Sun Nov 29, 2020 6:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.2] Linked Chests: Inactive inserters don't wake up when pulling from linked chests
- Replies: 1
- Views: 1897
[Rseding91] [1.1.2] Linked Chests: Inactive inserters don't wake up when pulling from linked chests
An assembler producing inserters, with 3 different linked chests with different links providing the 3 ingredients. The iron plate chest has a continuous supply The iron gear chest is empty The circuit board chest has no supply but has a large amount of items (Attached save LinkedTest) 2020112917010...
- Fri Nov 27, 2020 3:19 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 339713
Re: pY Alien Life - Discussion
You don't need literally everything, but it's pretty close. I think you need all types of plants and shrooms, but the amounts will vary greatly. You won't need all the animals though. You'll need those which have special parts (unless you bioprint), and one for each of the main parts. They don't hav...
- Sat Nov 21, 2020 12:45 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 503740
Re: pY Raw Ores Discussion
so, whats your fix to it? There are two separate issues, molten solder & silver. I'm going to ignore hot air for all recipes, as it affects everything the same way. These are my suggestions: 1. Molten Solder I think this issue was caused by the various balances the plates have gone through. Ori...
- Fri Nov 13, 2020 6:05 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 339713
Re: pY Alien Life - Discussion
The new honey-to-ethanol recipe requires 3 fluid inputs, but the bioreactor only has 2 available:
- Tue Nov 10, 2020 7:27 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 503740
Re: pY Raw Ores Discussion
This was everything on default, no rso.kingarthur wrote: βTue Nov 10, 2020 6:48 am still working on dialing in everything. ill look at changing some things. im assuming your not using rso right? default settings or changed values for like richness and all that?
- Tue Nov 10, 2020 6:41 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 503740
Re: pY Raw Ores Discussion
Some feedback on the new ore generation: The big rocks don't seem to be that big any more. They used to have 8M ore each, now they only have a few 100k, much smaller than a regular ore patch in the same area. 20201110170144_1.jpg 20201110170148_1.jpg These amounts would be fine for salt & sulfur...
- Sun Nov 08, 2020 1:18 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 220849
Re: pY Petroleum Handling
Can't place Heat Exchanger and Fusion Reactor on the ground after the last PyPH update.
- Sun Nov 01, 2020 10:07 am
- Forum: Pending
- Topic: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
- Replies: 4
- Views: 1738
Re: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
Maybe I'm misunderstanding the functionality? With the checkbox off, new GUI windows will not open, but existing windows don't disappear. This also means that Toolbars, minimap, weapon bar is still visible Tooltips are still visible The cursor changes to whatever the player had in their cursor at th...
- Sun Nov 01, 2020 9:06 am
- Forum: Pending
- Topic: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
- Replies: 4
- Views: 1738
Re: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
I've uninstalled Factorio
Deleted the steamapps/common/Factorio folder
Deleted the AppData/Roaming/Factorio folder for my user
Restarted computer
Re-installed Factorio
Issue is still happening.
Any other ideas of what I should try?
Deleted the steamapps/common/Factorio folder
Deleted the AppData/Roaming/Factorio folder for my user
Restarted computer
Re-installed Factorio
Issue is still happening.
Any other ideas of what I should try?
- Sat Oct 31, 2020 6:54 am
- Forum: Pending
- Topic: [kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
- Replies: 4
- Views: 1738
[kovarex] [1.0.0] Replay: Show GUI checkbox doesn't do anything
No using any mods. Unchecking the show GUI checkbox during a replay has no effect. The player GUI continues to be shown. It doesn't matter if the checkbox is changed during pause or unpaused replay. Steps to recreate: Start a new game with the save replay option. Do stuff for a minute, open/close so...
- Fri Oct 30, 2020 6:11 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 275772
Re: pY HighTech Discussion
New trains look awesome! One possible issue is, the alignment between the wagons is different from vanilla trains. There's no 1 tile gap between wagons. I don't know if this is intentional (it does look pretty good), but this means we can't use these and regular trains on the same stations. 20201030...