Search found 25 matches
- Fri Jun 21, 2024 9:09 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 75227
Re: Friday Facts #416 - Fluids 2.0
And what about using several fluids in same machine? Mods adds a lot of fluid fuels but its impossible to feed them in ssme burners etc bc you can't use one pipe for different fluids. As for me its much more annoying thing about fluids.
- Thu May 04, 2023 5:39 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 497918
Re: pY Raw Ores Discussion
so, still no info? i played i bit on my save btw as it goes some days, and then i find that i have 2 wiki buttons even if i starting new game.kingarthur wrote: βSun Apr 30, 2023 9:30 am Alright. Thanks. I'll take a look later today and get back as soon as we have a fix.
- Sun Apr 30, 2023 9:10 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 497918
Re: pY Raw Ores Discussion
kingarthur wrote: βSun Apr 30, 2023 9:04 am If it's small enough add it as an attachment here or send it to me on the factorio or py discord or drop a link to your preferred cloud service.
- Sun Apr 30, 2023 8:58 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 497918
Re: pY Raw Ores Discussion
i didnt play for about half year, update all mods to current versions and now i have 2 pyanodon wiki buttons, one of them didnt work. How i can remove it? Short answer. No idea. If you could send us the save and we'll take a look and figure out a fix that doesn't break it. how i can send it?
- Sun Apr 30, 2023 7:38 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 497918
Re: pY Raw Ores Discussion
i didnt play for about half year, update all mods to current versions and now i have 2 pyanodon wiki buttons, one of them didnt work. How i can remove it?
- Tue Dec 13, 2022 6:52 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 336283
Re: pY Alien Life - Discussion
not realy related to AL, but to all Py mods. I just started new game (didnt play for 2-3 years). Install all PY mods and a few QoL mods. No angels and no bob mods (py mods sayd its incompatible. Few years ago there was special mod for compability but i didnt find it for new versions so i decide dont...
- Fri Oct 09, 2020 3:16 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571960
Re: Development and Discussion
I just tried equip vehicle solar panel and battery to train, but seems it wont work - still says now fuel. Is it possible somehow to make trains work with electrisity from internal grid?
- Sat Sep 26, 2020 5:43 am
- Forum: Modding help
- Topic: Problem with deepcopy
- Replies: 6
- Views: 1831
Re: Problem with deepcopy
hacked-splitters uses data-updates.lua. Therefore you must use data-updates.lua with a info.json depenency on hacked-splitters. "dependencies": ["base", "hacked-splitters"], its work! Seems i tryed data-updates before with my prev. bug and thought its not a solution bu...
- Sat Sep 26, 2020 3:59 am
- Forum: Modding help
- Topic: Problem with deepcopy
- Replies: 6
- Views: 1831
Re: Problem with deepcopy
Are you sure data.raw["splitter"]["hacked-splitter"] already exists? Did you mean to copy data.raw["splitter"]["splitter"]? hacked-splitter is from another mod. And its work. I tryied move my code to data-updates or data-final-fixes but nothing has changed. H...
- Sat Sep 26, 2020 3:21 am
- Forum: Modding help
- Topic: Problem with deepcopy
- Replies: 6
- Views: 1831
Re: Problem with deepcopy
The previous line has an extra comma. now it gives me another error "attempt to index local 'usplit' (a nil value)" at prev. line current code require ("util") local usplit = {} usplit = util.table.deepcopy(data.raw["splitter"]["hacked-splitter"]) usplit.name...
- Sat Sep 26, 2020 3:04 am
- Forum: Modding help
- Topic: Problem with deepcopy
- Replies: 6
- Views: 1831
Problem with deepcopy
require ("util") local usplit = {} usplit = util.table.deepcopy(data.raw["splitter"]["hacked-splitter"]) usplit.name = "basic-hacked-splitter", usplit.minable = {mining_time = 1, result = "basic-hacked-splitter"} data:extend({usplit}) Im trying to c...
- Fri Sep 25, 2020 12:00 am
- Forum: Modding help
- Topic: How to get proper name of item, recipe etc?
- Replies: 4
- Views: 7918
Re: How to get proper name of item, recipe etc?
Yes, exactly what i need!
- Thu Sep 24, 2020 11:33 pm
- Forum: Modding help
- Topic: How to get proper name of item, recipe etc?
- Replies: 4
- Views: 7918
How to get proper name of item, recipe etc?
So, when i try to do a lot of changies for another mods my main problem is to find item or recipe i wish to mod as i need to find in locale proper name and only them find it. Is it a way to skip this step? may be a way to run game without any locale to see ingame true names for all things? or smth e...
- Wed Apr 05, 2017 8:48 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571960
Re: Development and Discussion
Would be in future a good way to migrate from 1.4 to 2.x ? As with marathon and bobs extended its about 60-100 hours to play a new game from start and its not goodβ¦
May be reset techs with migration?
May be reset techs with migration?
- Mon Mar 06, 2017 7:19 pm
- Forum: Modding help
- Topic: Is it a way to show all items IDs in game instead of names?
- Replies: 5
- Views: 15487
Re: Is it a way to show all items IDs in game instead of names?
im not so familiar with coding, so i cant write it too, but i think it possibleArch666Angel wrote:I cant write the code for that, but a small script iterating over all items/entities putting they names into a list which is then send to the script output?
- Mon Mar 06, 2017 3:03 pm
- Forum: Modding help
- Topic: Is it a way to show all items IDs in game instead of names?
- Replies: 5
- Views: 15487
Is it a way to show all items IDs in game instead of names?
Hi, im working on resorting subgroups and groups items mod for my modpack. And its hard to find items ID to change theyr groups in all mods.. It takas a lot of time. Is it a way to show theyrs IDs in mage instead of names exept deleting locale files of all mods?
- Sat Mar 04, 2017 11:24 pm
- Forum: Modding help
- Topic: How to create a tech to modify chest sizes?
- Replies: 4
- Views: 1709
Re: How to create a tech to modify chest sizes?
can you help me with such script? i dont fine understand how to write it.darkfrei wrote:You can make new prototypes and replace old chests with new by the script.
- Sat Mar 04, 2017 11:17 pm
- Forum: Modding help
- Topic: How to create a tech to modify chest sizes?
- Replies: 4
- Views: 1709
Re: How to create a tech to modify chest sizes?
You can't change container inventory sizes runtime. Doing that requires special backing logic in the C++ code which doesn't exist for container entities. its sad, but i find this topic https://www.reddit.com/r/factorio/comments/4isgrl/modding_change_existing_entity_property_trough/ with almost same...
- Sat Mar 04, 2017 10:45 pm
- Forum: Modding help
- Topic: How to create a tech to modify chest sizes?
- Replies: 4
- Views: 1709
How to create a tech to modify chest sizes?
Hi, im stuck with idea to create a mod with tech tree which will add slots for existing storages. And i dont know how. i dont find any modifyer for such thing, so i find advize to create sript in control to make this, but i dont know how Here some code so tech { type = "technology", name =...
- Tue Feb 07, 2017 6:56 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 143514
Re: [MOD 0.14.21] ShinyBob_v0.14.10
I use 1 and 3 options in config.lua for solder "new_plates_graphics" but it wont changes. And shiny bob didnt affect solder in game as it shown at attach