Search found 21 matches
- Mon Oct 21, 2024 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.8] Infinite Science Pack Glitch
- Replies: 1
- Views: 754
[boskid][2.0.8] Infinite Science Pack Glitch
What did you do? I right-clicked a stack of red science packs (there were about 9 in the stack) inside the research lab window. What happened? After right-clicking, i picked up half the stack into my cursor (The "Remaining" of the science pack is at the value it was in the lab, e.g. 40%)....
- Sat Aug 27, 2022 6:27 am
- Forum: Modding help
- Topic: Fetching mod runtime settings on save load
- Replies: 7
- Views: 1426
Re: Fetching mod runtime settings on save load
That's unfortunate. Thanks for the help! I'll try to find a different approach to my problem
- Fri Aug 26, 2022 11:04 pm
- Forum: Modding help
- Topic: Fetching mod runtime settings on save load
- Replies: 7
- Views: 1426
Re: Fetching mod runtime settings on save load
I know. I'm not looking to use on_load but rather a way to execute some code somewhere on the first few ticks after the save has been loaded.
- Fri Aug 26, 2022 10:45 pm
- Forum: Modding help
- Topic: Fetching mod runtime settings on save load
- Replies: 7
- Views: 1426
Re: Fetching mod runtime settings on save load
Ah, I see. Yeah, turning off per-save mod setting triggers the event. Thank you.
A different question: What would be the best way to run a function on save load, If I want to read/write to global?
A different question: What would be the best way to run a function on save load, If I want to read/write to global?
- Fri Aug 26, 2022 9:09 am
- Forum: Modding help
- Topic: Fetching mod runtime settings on save load
- Replies: 7
- Views: 1426
Fetching mod runtime settings on save load
I have a per user mod setting. Changing it while the save is loaded works as it should using the on_runtime_mod_setting_changed event. However, I am unsure how to check the setting on save load. on_runtime_mod_setting_changed doesn't get called when a save is loaded. And now if the user is in the ma...
- Thu Aug 04, 2022 8:34 am
- Forum: Modding help
- Topic: How to get recipe icons of all recipes [SOLVED]
- Replies: 2
- Views: 1075
Re: How to get recipe icons of all recipes
Just tried it, and it works just as I hoped it would. Thank you!
- Wed Aug 03, 2022 7:18 pm
- Forum: Modding help
- Topic: How to get recipe icons of all recipes [SOLVED]
- Replies: 2
- Views: 1075
How to get recipe icons of all recipes [SOLVED]
I'm trying to create a sprite button table filled with every recipe in the game (including mods). The best way to do that seems to be looping through the recipe prototypes in game.players[playerIndex].force.recipes. However, I am uncertain how to get the recipe icons for each recipe. Just using &quo...
- Fri Mar 01, 2019 12:02 am
- Forum: Mod portal Discussion
- Topic: Mod Portal Thumbnail
- Replies: 1
- Views: 1767
Re: Mod Portal Thumbnail
Now that 0.17 is out i tried including a thumbnail with my mod and it worked with a 360x360 file.
- Wed Apr 18, 2018 8:25 pm
- Forum: Modding help
- Topic: Recipe enable=false doesn't disable recipe
- Replies: 0
- Views: 638
Recipe enable=false doesn't disable recipe
I've looked up this post https://forums.factorio.com/viewtopic.php?f=25&t=58203 and done that but the recipe is still available at the start of the game. data:extend({ { type = "recipe", name = "electric-mining-drill-mk2", normal = { enabled = false, energy_required = 4, ingr...
- Wed Apr 18, 2018 7:57 pm
- Forum: Modding help
- Topic: [Solved]Recipe with enabled=false still available from start
- Replies: 6
- Views: 3476
Re: [Solved]Recipe with enabled=false still available from start
I put it in both normal and expensive but its still available at the start. data:extend({ { type = "recipe", name = "electric-mining-drill-mk2", normal = { enabled = false, energy_required = 4, ingredients = { {"speed-module-2", 2}, {"steel-plate", 20}, {"...
- Tue Apr 17, 2018 8:35 pm
- Forum: Modding help
- Topic: Changelog not accessible
- Replies: 6
- Views: 2040
Re: Changelog not accessible
So i got it working using another mods changelog and rewriting it. Its weird because the format is the EXACT same as in my selfwritten one. Also the linebreaks worked fine there too with windows line ends.
This whole thing is so weird.
This whole thing is so weird.
- Tue Apr 17, 2018 3:53 pm
- Forum: Modding help
- Topic: Changelog not accessible
- Replies: 6
- Views: 2040
Re: Changelog not accessible
This is how it looks like in notepad++. Still doesn't work.
- Tue Apr 17, 2018 3:22 pm
- Forum: Modding help
- Topic: Changelog not accessible
- Replies: 6
- Views: 2040
Changelog not accessible
The changelog i've added to my mod doesn't appear in the mod menu even though i triple checked the format of it.
Using another mods changelog works.
Using another mods changelog works.
- Tue Apr 17, 2018 1:35 pm
- Forum: Modding help
- Topic: Global nil value when loading mod
- Replies: 2
- Views: 1354
Re: Global nil value when loading mod
Oh my god how did i not see that...
- Tue Apr 17, 2018 11:54 am
- Forum: Modding help
- Topic: Global nil value when loading mod
- Replies: 2
- Views: 1354
Global nil value when loading mod
I have a mod that changes some gun sounds. Everthing works properly. Now that i wanted to add mod settings i am encountering a problem where i get an error message saying i'm trying to index a nil value (see image below). As one can see i have 5 global bool settings that change if a sound gets repla...
- Thu Apr 12, 2018 11:28 am
- Forum: Modding help
- Topic: Changing the pollution of an entitiy
- Replies: 2
- Views: 1193
Changing the pollution of an entitiy
I'm absolutely new to modding (not only Factorio but in general) and I was trying to create a pollution tecchnology mod. Problem is I've got no idea how to find the information i need to do that. I've tried reading through the data.raw ( https://gist.githubusercontent.com/Bilka2/6b8a6a9e4a4ec779573a...
- Wed Aug 23, 2017 3:45 pm
- Forum: Modding help
- Topic: Changing Shotgun Sound. But how?
- Replies: 7
- Views: 4003
Re: Changing Shotgun Sound. But how?
It works just about perfect now. Thank you very much!
- Wed Aug 23, 2017 3:38 pm
- Forum: Modding help
- Topic: Changing Shotgun Sound. But how?
- Replies: 7
- Views: 4003
Re: Changing Shotgun Sound. But how?
OK thanks. I will try that. I did just change the file type (retype .mp3 to .ogg) so that sure is the issue.
- Wed Aug 23, 2017 2:08 pm
- Forum: Modding help
- Topic: Changing Shotgun Sound. But how?
- Replies: 7
- Views: 4003
Re: Changing Shotgun Sound. But how?
Ok. Now i am getting a very diffrent error message saying:
"Audio clip sample "__shotgunsoundReplacer__/sounds/shotgun_fire.ogg" not loaded!"
I have uploaded the mod to the portal so you can check any errors yourself:
https://mods.factorio.com/mods/M.Cocko/ ... ndReplacer
"Audio clip sample "__shotgunsoundReplacer__/sounds/shotgun_fire.ogg" not loaded!"
I have uploaded the mod to the portal so you can check any errors yourself:
https://mods.factorio.com/mods/M.Cocko/ ... ndReplacer
- Wed Aug 23, 2017 8:49 am
- Forum: Modding help
- Topic: Changing Shotgun Sound. But how?
- Replies: 7
- Views: 4003
Re: Changing Shotgun Sound. But how?
I'm having a problem: When i want to load up Factorio im gettung the error message below. The data.lua looks like this: data.raw.gun.shotgun.attack_parameters.sound.filename = "__shotgunsoundReplacer_0.1.0__/shotgun-fire-reload.ogg" data.raw.gun["combat-shotgun"].attack_parameter...