Well all prototypes have their properties set at start-up, but some of them can be modified if the relevant modifier is available, this a request to expose a modifier to one more property.
Actually I would love something more generic to change any property of any entity/prototype, but that might be ...
Search found 28 matches
- Mon Oct 21, 2019 3:39 pm
- Forum: Modding interface requests
- Topic: Roboport charge rate modifier
- Replies: 2
- Views: 1294
- Thu Oct 17, 2019 4:33 pm
- Forum: Modding interface requests
- Topic: Roboport charge rate modifier
- Replies: 2
- Views: 1294
Roboport charge rate modifier
Hi, would it be possible to add a modifier type to allow changing the rate at which roboports charge robots?
I was trying to make a mod to go along with Klonan's robot battery research, increasing robots battery makes it take very long to charge robots once they run out.
I would like a way to ...
I was trying to make a mod to go along with Klonan's robot battery research, increasing robots battery makes it take very long to charge robots once they run out.
I would like a way to ...
- Mon Mar 25, 2019 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot
- Replies: 2
- Views: 2761
Re: [Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot
Thanks for the quick fix.
As for the request thanks for the response, I thought the filters were just LuaItemStacks which represent a LuaItemPrototype so the change would just be to return the ItemStack instead of the Prototype
As for the request thanks for the response, I thought the filters were just LuaItemStacks which represent a LuaItemPrototype so the change would just be to return the ItemStack instead of the Prototype
- Sun Mar 24, 2019 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot
- Replies: 2
- Views: 2761
[Twinsen][0.17.17] Blueprint Icons not disappearing/moving when using set_quick_bar_slot
When overriding an existing slot filter using with set_quick_bar_slot the blueprint icons are not moved and stay over the newly set filter.
I have attached images to show what happens, I'm using a mod I've made that swaps bars horizontally.
This is the hotbar before switching: Before.png
This is ...
I have attached images to show what happens, I'm using a mod I've made that swaps bars horizontally.
This is the hotbar before switching: Before.png
This is ...
- Wed Mar 06, 2019 12:58 pm
- Forum: Modding interface requests
- Topic: Get item stack for a filter of the quickbar
- Replies: 0
- Views: 812
Get item stack for a filter of the quickbar
Would it be possible to add a way to get a item stack for a filter of the quick bar?
Right now exist get_quick_bar_slot which returns a item prototype, but that is too generic for my use.
I'm trying to make a mod that swaps the first half of the quick bar with the second half, the problem is when ...
Right now exist get_quick_bar_slot which returns a item prototype, but that is too generic for my use.
I'm trying to make a mod that swaps the first half of the quick bar with the second half, the problem is when ...
- Wed Mar 06, 2019 12:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Cliff Deconstruction not issued (MR)
- Replies: 13
- Views: 10538
Re: [0.17.4] Cliff Deconstruction not issued
Yeah I realized it would be a hard fixed when I reported this.
Have you considered checking if the resulting cliff after the destruction overlaps any ghost and if so also trigger a deconstruction on that new cliff?
Have you considered checking if the resulting cliff after the destruction overlaps any ghost and if so also trigger a deconstruction on that new cliff?
- Wed Mar 06, 2019 12:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Cliff Deconstruction not issued (MR)
- Replies: 13
- Views: 10538
Re: [0.17.4] Cliff Deconstruction not issued
For me it wasn't the fog of war, it was the fact that destroying part of a cliff changes the remaining cliff a bit, and in doing so the bit that was changed now also prevented the construction.
- Sat Mar 02, 2019 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Cliff Deconstruction not issued (MR)
- Replies: 13
- Views: 10538
[0.17.4] Cliff Deconstruction not issued (MR)
I placed a blueprint on top of some cliffs by shift+clicking so that the bots would deconstruct the cliffs, it worked for almost all of it but a small corner of a cliff prevented the placement of a solar panel and it did not get deconstructed automatically.
Remove the ghost and issuing its ...
Remove the ghost and issuing its ...
- Fri Mar 01, 2019 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] Quick bar not updating after set_quick_bar_slot
- Replies: 1
- Views: 2089
[Twinsen][0.17.3] Quick bar not updating after set_quick_bar_slot
I have written a small plugin that swaps the slots 1-5 with slots 6-10 of each of the quick bars.
However I get weird results as the bar doesn't update correctly, it swaps but doesn't update item counts and blueprint icons stay on the original place.
If I select one of the things in the quick bar ...
However I get weird results as the bar doesn't update correctly, it swaps but doesn't update item counts and blueprint icons stay on the original place.
If I select one of the things in the quick bar ...
- Mon Feb 25, 2019 1:32 pm
- Forum: Technical Help
- Topic: Autosave history quantity?
- Replies: 1
- Views: 1175
Re: Autosave history quantity?
Yes there is on the config.ini there is a setting named autosave-slots that you can change to the number of slots you want.
In the the Steam version for Windows the config file can be found in
In the the Steam version for Windows the config file can be found in
Code: Select all
%AppData%\Roaming\Factorio\config
- Tue Mar 20, 2018 8:10 pm
- Forum: Pending
- Topic: [0.16.23] Electric Energy Mismatch
- Replies: 6
- Views: 3686
Re: [0.16.23] Electric Energy Mismatch
I haven't been playing recently so I can't tell, I will update this post or link to it if I get this error again.
- Tue Feb 20, 2018 7:15 pm
- Forum: Pending
- Topic: [0.16.23] Electric Energy Mismatch
- Replies: 6
- Views: 3686
Re: [16.23] Electric Energy Mismatch
Yeah I get that I would love to be able to give you that.
Is there a way to know where the error is? Like is there any sort of coordinates that can be extracted upon loading the error? Is the error caused by normal wires(if its even wire related) or is it the circuit(the green and red) wires? If I ...
Is there a way to know where the error is? Like is there any sort of coordinates that can be extracted upon loading the error? Is the error caused by normal wires(if its even wire related) or is it the circuit(the green and red) wires? If I ...
- Wed Feb 14, 2018 12:18 pm
- Forum: Pending
- Topic: [0.16.23] Electric Energy Mismatch
- Replies: 6
- Views: 3686
Re: [16.23] Electric Energy Mismatch
More data as it has just happened again, this time not even having 15 autosaves(10 min interval) helped :(
Is there a way to notify the save became corrupted when it's saved? It gets very annoying losing so much time to rollbacks, "fortunately" this has happened so often I always keep a save I know ...
Is there a way to notify the save became corrupted when it's saved? It gets very annoying losing so much time to rollbacks, "fortunately" this has happened so often I always keep a save I know ...
- Tue Feb 06, 2018 7:42 pm
- Forum: Pending
- Topic: [0.16.23] Electric Energy Mismatch
- Replies: 6
- Views: 3686
[0.16.23] Electric Energy Mismatch
Ran into an energy bug again it seems. Belo are all the related files.
- Tue Feb 06, 2018 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.12]Game crash on multiplayer.
- Replies: 3
- Views: 2230
Re: [posila][16.12]Game crash on multiplayer.
Sorry only saw this now. I can't remember what save it was and even if I did probably have already rewritten it, guess you can close this.
- Wed Jan 03, 2018 1:06 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.12]Game crash on multiplayer.
- Replies: 3
- Views: 2230
[posila][16.12]Game crash on multiplayer.
Game just crashed while playing on multilayer lan, host didn't crash.
- Fri Dec 29, 2017 7:34 am
- Forum: Resolved Problems and Bugs
- Topic: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
- Replies: 4
- Views: 2087
Re: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
It happened again, the mods are the same, this time I rared all the affected saves and the log when the game crashed.
- Thu Dec 28, 2017 4:55 am
- Forum: Resolved Problems and Bugs
- Topic: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
- Replies: 4
- Views: 2087
Re: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
Done, is rar ok?
To clarify, the error you changed the title to (Error ElectricEnergySource.cpp:494: Can't transfer, from factorio-previous.log) only occurred when exiting the game, saving the game had no issue.
To clarify, the error you changed the title to (Error ElectricEnergySource.cpp:494: Can't transfer, from factorio-previous.log) only occurred when exiting the game, saving the game had no issue.
- Wed Dec 27, 2017 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
- Replies: 4
- Views: 2087
[16.7] Crash on: "Error ElectricEnergySource.cpp:494: Can't transfer"
It appears my save and the autosaves became corrupted the error I get when I try to load any of them is "Energy source error, most probable cause is the double entity problem."
The mods the map has are: even-distribution_0.2.7, Laser_Beam_Turrets_0.2.0.
Around the time of the saves I was messing ...
The mods the map has are: even-distribution_0.2.7, Laser_Beam_Turrets_0.2.0.
Around the time of the saves I was messing ...
- Fri Dec 22, 2017 8:00 pm
- Forum: Modding help
- Topic: Tile placement event and Cliff detection on pasting blueprin
- Replies: 1
- Views: 947
Tile placement event and Cliff detection on pasting blueprin
I was messing with the control.lua on one of my saves to make blueprints be auto built (like place the entities instead of their ghosts), I could easily make the entities get revived as soon as I placed down the blueprint but I cannot seem to get the tiles to do the same. If someone knows which ...