Search found 107 matches
- Thu Dec 26, 2024 7:06 pm
- Forum: Modding interface requests
- Topic: player.gui.relative[].bring_to_front() ?
- Replies: 4
- Views: 526
- Wed Sep 23, 2020 5:01 pm
- Forum: Mods
- Topic: Thoughts on implementing cargo planes in the AircraftDrones Mod
- Replies: 1
- Views: 1205
Thoughts on implementing cargo planes in the AircraftDrones Mod
I'm currently thinking about how to implement a cargo plane feature in the Aircraft Drones Mod (https://mods.factorio.com/mod/AircraftDrones), and I would like anyones opinion - especially other modders opinion - on my current concept.
My goal is to implement a solution similar to LTN, where you put ...
My goal is to implement a solution similar to LTN, where you put ...
- Fri Sep 04, 2020 3:42 pm
- Forum: Not a bug
- Topic: [0.18.24] artillery-flare does not have shot_category set
- Replies: 2
- Views: 1370
Re: [0.18.24] artillery-flare does not have shot_category set
I disagree with the universal remote solution.
That means if I want to implement a custom artillery with its own remote, and I don't want it to be used by the vanilla remote, then I have to change the vanilla remote. And changing base game objects always has the potential of breaking other mods ...
That means if I want to implement a custom artillery with its own remote, and I don't want it to be used by the vanilla remote, then I have to change the vanilla remote. And changing base game objects always has the potential of breaking other mods ...
- Wed Aug 12, 2020 4:57 pm
- Forum: Modding help
- Topic: Biters ignore unmanned vehicle entity
- Replies: 4
- Views: 1549
Re: Biters ignore unmanned vehicle entity
The passenger solution works perfect, thank you.
Last question: the passenger has no vision on the map, like the player character. How would I achieve this?
Last question: the passenger has no vision on the map, like the player character. How would I achieve this?
- Wed Aug 12, 2020 11:53 am
- Forum: Modding help
- Topic: Biters ignore unmanned vehicle entity
- Replies: 4
- Views: 1549
Re: Biters ignore unmanned vehicle entity
local plane_entity = table.deepcopy(data.raw.car.tank);
So this will not work, I have to use one of the prototypes mentioned in the wiki article, correct? Or is there a flag I can assing to my entity?
I couldn't find anything here https://wiki.factorio.com/Types/EntityPrototypeFlags, and the ...
So this will not work, I have to use one of the prototypes mentioned in the wiki article, correct? Or is there a flag I can assing to my entity?
I couldn't find anything here https://wiki.factorio.com/Types/EntityPrototypeFlags, and the ...
- Tue Aug 11, 2020 9:56 pm
- Forum: Modding help
- Topic: Biters ignore unmanned vehicle entity
- Replies: 4
- Views: 1549
Biters ignore unmanned vehicle entity
Hi everybody,
I'm working on a mod with flying attack drones, which are basically unmanned cars driven around by script.
My problem is: biters and worms ignore those entities. The drone entity and also for example the rockets used for the attack are both created with force = player.force, but that ...
I'm working on a mod with flying attack drones, which are basically unmanned cars driven around by script.
My problem is: biters and worms ignore those entities. The drone entity and also for example the rockets used for the attack are both created with force = player.force, but that ...
- Sat Aug 08, 2020 7:32 am
- Forum: Implemented Suggestions
- Topic: Inserter filtering for non-researched items
- Replies: 1
- Views: 1139
Inserter filtering for non-researched items
Why is it not possible, to filter for non-researched items on inserters?
I suppose in 98% of all cases you only want to filter what you have, but there are some cases, where you might need to set filters for items you haven't researched yet to fullfil future factory needs. And I think a filter is ...
I suppose in 98% of all cases you only want to filter what you have, but there are some cases, where you might need to set filters for items you haven't researched yet to fullfil future factory needs. And I think a filter is ...
- Sun Feb 16, 2020 12:31 pm
- Forum: Modding help
- Topic: Trivial smoke not working in 0.18
- Replies: 1
- Views: 1047
Re: Trivial smoke not working in 0.18
Solved thanks to RustyBlade64 help on Discord.
Apparently the trivial_smoke function was changed from global to local, so you can't use it anymore:
https://github.com/wube/factorio-data/blob/0.17.79/base/prototypes/entity/demo-entities.lua#L539
https://github.com/wube/factorio-data/blob/0.18.6/base ...
Apparently the trivial_smoke function was changed from global to local, so you can't use it anymore:
https://github.com/wube/factorio-data/blob/0.17.79/base/prototypes/entity/demo-entities.lua#L539
https://github.com/wube/factorio-data/blob/0.18.6/base ...
- Sun Feb 16, 2020 9:46 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 103858
Re: [MOD 0.13] Water Well - pump water from the underground
The in-game auto-update option doesn't work for me.
I'm not sure, but it could be the base version in the dependencies. I think it can't handle subversions, try it like this:
"dependencies": [
"base >= 0.18",
"? IndustrialRevolution >= 0.99.0"
]
I'm not sure, but it could be the base version in the dependencies. I think it can't handle subversions, try it like this:
"dependencies": [
"base >= 0.18",
"? IndustrialRevolution >= 0.99.0"
]
- Sun Feb 16, 2020 9:26 am
- Forum: Modding help
- Topic: Trivial smoke not working in 0.18
- Replies: 1
- Views: 1047
Trivial smoke not working in 0.18
Hi fellow modders,
I am having problems updating a mod from 0.17 to 0.18. I used to define the smoke of burners like this:
data:extend({
trivial_smoke{name = "red_smoke", color = {r = 0.8, g = 0.1, b = 0.1, a = 0.3}, start_scale = 0.8, fade_in_duration = 30 },
trivial_smoke{name = "blue_smoke ...
I am having problems updating a mod from 0.17 to 0.18. I used to define the smoke of burners like this:
data:extend({
trivial_smoke{name = "red_smoke", color = {r = 0.8, g = 0.1, b = 0.1, a = 0.3}, start_scale = 0.8, fade_in_duration = 30 },
trivial_smoke{name = "blue_smoke ...
- Sun Jul 21, 2019 3:05 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127006
Re: [MOD 0.16] Realistic Reactors
Is it possible to cool 4 connected reactors with ECCS with core temp>900 and no load (no boilers) ?
Even with auto-SCRAMing at 950C they manage to melt pretty fast, what am I doing wrong?
Setup: https://i.imgur.com/j82a4zb.jpg Pretty much same results with 1 cooling tower.
Pumps water into ...
- Sun Jul 07, 2019 11:56 am
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3941
Re: Functions within tables (LUA-Question)
Yeah, I'm beginning to understand that the object-oriented approach to LUA is maybe not the best idea. I am doing this just for the fun of it, but I think I'll put the bigger part of my functions outside of metatables.
Worth mentioning here is probably also this: https://lua-api.factorio.com/latest ...
Worth mentioning here is probably also this: https://lua-api.factorio.com/latest ...
- Sat Jul 06, 2019 8:00 pm
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3941
Re: Functions within tables (LUA-Question)
I just thought it would be neat to pack it into the table.
Well, yea, maybe. But you're not creating one function (from what i understand) you're creating an extra copy of the function for every table element (i.e. wasting memory). Also debugging code when there's a function stored in the ...
- Sat Jul 06, 2019 4:40 pm
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3941
Re: Functions within tables (LUA-Question)
Thank you! Both your examples work.
And I like the second one a little better as it is closer to what I was expecting
And I like the second one a little better as it is closer to what I was expecting

- Sat Jul 06, 2019 3:38 pm
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3941
Re: Functions within tables (LUA-Question)
The sum function is just a simplified example, the actual function I want to build is more complicated. And of course I can store the function somewhere else, I just thought it would be neat to pack it into the table.
So if I understand your first code example correct, it should work like this ...
So if I understand your first code example correct, it should work like this ...
- Sat Jul 06, 2019 2:51 pm
- Forum: Modding help
- Topic: Functions within tables (LUA-Question)
- Replies: 12
- Views: 3941
Functions within tables (LUA-Question)
Hi everybody,
this is probably more a LUA then a factorio question, but I hope I'm still in the right place here... I want to store a function in a table and access other values in the table from within that function.
See this example:
In the on_entity_build event I create a table with the entity ...
this is probably more a LUA then a factorio question, but I hope I'm still in the right place here... I want to store a function in a table and access other values in the table from within that function.
See this example:
In the on_entity_build event I create a table with the entity ...
- Wed Jun 19, 2019 6:24 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127006
Re: [MOD 0.16] Realistic Reactors
I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works:
Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same ...
- Wed Jun 19, 2019 5:59 pm
- Forum: General discussion
- Topic: [Poll] 0.17 Quickbar
- Replies: 34
- Views: 12260
Re: [Poll] 0.17 Quickbar
+ 1 for a wider quickbar for a better fit to wide screens
Also a section for last used and last crafted items would be nice.
Voted usable
Also a section for last used and last crafted items would be nice.
Voted usable

- Tue Jun 18, 2019 9:06 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127006
Re: [MOD 0.16] Realistic Reactors
I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works:
cells.png
deuterium.png
Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the ...
cells.png
deuterium.png
Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the ...
- Mon Jun 17, 2019 6:28 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 127006
Re: [MOD 0.16] Realistic Reactors
I'm aware my post may be beyond the scope of this mods intent, but given I haven't played in some time I noticed that Bob has added new reactors which undermine this one by quite a fair bit from what I've glanced at. It also prohibits thorium fuel being used in your reactors as well.
I was ...