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Search found 1022 matches
- Fri May 20, 2022 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Mod portal "favorit" feature
- Replies: 5
- Views: 92
- Fri May 20, 2022 1:46 pm
- Forum: Modding help
- Topic: How to reference base Prototype fields for building other prototypes
- Replies: 10
- Views: 166
Re: How to reference base Prototype fields for building other prototypes
Between the 2 lines of code, which one is it actually erroring on (as both contain arithmetic operations)?
- Fri May 20, 2022 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Mod portal "favorit" feature
- Replies: 5
- Views: 92
Re: Mod portal "favorit" feature
May not be a bad idea. I also see a 3rd benefit to this if the stat was publicly visible: better tracking of popularity. Number of downloads and trend have their uses, but they've got their issues. IE, download count, if you have a mod that only 100 people have been downloading and it's updated 10 t...
- Fri May 20, 2022 1:21 pm
- Forum: Modding help
- Topic: Is there any way to save the data of the table permanently
- Replies: 6
- Views: 119
Re: Is there any way to save the data of the table permanently
Yes, but similar to a player trying to change the setting during a running game, (as far as I know) it will not persist between different games/saves.
- Fri May 20, 2022 5:23 am
- Forum: Modding help
- Topic: Is there any way to save the data of the table permanently
- Replies: 6
- Views: 119
Re: Is there any way to save the data of the table permanently
The global table cannot be used between different save files. Any “settings” of that nature that you need to persist between different games, you’ll need to use actual settings for (https://wiki.factorio.com/Tutorial:Mod_settings). Note that the user will need to set these from the main menu in orde...
- Fri May 20, 2022 4:31 am
- Forum: Modding help
- Topic: Is there any way to save the data of the table permanently
- Replies: 6
- Views: 119
Re: Is there any way to save the data of the table permanently
What table? There is the "global" table available to each mod that is saved and load from the save file. You can store things you need need to persist there. There are some limitations, though. There was a discussion about it not too long ago: https://forums.factorio.com/viewtopic.php?f=25...
- Fri May 20, 2022 2:14 am
- Forum: Technical Help
- Topic: Impossible to play for more error
- Replies: 3
- Views: 127
Re: Impossible to play for more error
In Steam, go to the game's Properties. There's a checkbox for Steam Overlay right there in the General section.
- Wed May 18, 2022 11:33 pm
- Forum: Ideas and Suggestions
- Topic: Can the minerals in the starting area not be connected together
- Replies: 5
- Views: 159
Re: Can the minerals in the starting area not be connected together
Huh, I wonder if you're just having bad luck or if I have good? I just cycled through a lot a maps with default settings and I think only 25% of them had at least 2 patches touching. Like I said, though, this doesn't bother me and I even like it. It should also be easy to solve: use a splitter and s...
- Wed May 18, 2022 10:30 pm
- Forum: Resolved for the next release
- Topic: [boskid][1.1.59] Burner inserters do not take fuel for themselves when destination entity is full
- Replies: 3
- Views: 186
- Wed May 18, 2022 8:08 pm
- Forum: Resolved for the next release
- Topic: [boskid][1.1.59] Burner inserters do not take fuel for themselves when destination entity is full
- Replies: 3
- Views: 186
[boskid][1.1.59] Burner inserters do not take fuel for themselves when destination entity is full
When an entity that does not require fuel input is fed by burner inserters, the burner inserters will not take fuel for themselves when the entity they are feeding has input full. This is an issue in situations where things are belt fed and the lane on the belt for fuel isn't full enough to always h...
- Wed May 18, 2022 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Can the minerals in the starting area not be connected together
- Replies: 5
- Views: 159
Re: Can the minerals in the starting area not be connected together
Ooo, I like that logistical challenge.
That aside, do you happen to have any of the generation sliders for ores and starting area set to anything other than default? (Just checking!
)

That aside, do you happen to have any of the generation sliders for ores and starting area set to anything other than default? (Just checking!

- Tue May 17, 2022 10:20 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 63
- Views: 7630
Re: New API Docs website
Yup. Odd thing is, there’s a link for the API Docs on the API Docs site…. :/
- Tue May 17, 2022 9:11 pm
- Forum: Modding help
- Topic: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
- Replies: 4
- Views: 167
Re: Make an entity unplaceable on stone path/concrete/refined concrete/etc?
I'm obviously not getting this. :/ Can anyone see anything obvious with this code? This is located in data-final-fixes.lua (and does fire). local collision_mask_util = require("collision-mask-util") -- Make it so saplings (and all trees, really) cannot be planted directly onto artificial t...
- Tue May 17, 2022 4:55 pm
- Forum: Technical Help
- Topic: Does increasing game speed disable achievements?
- Replies: 3
- Views: 85
Re: Does increasing game speed disable achievements?
Commands in the Scripting and cheat commands table will disable achievements when used. As changing the game speed requires use of the /c command from that table, yes, it will disable your achievements. Edit: And as Loewchen mentioned, any command that can disable achievements will not execute and w...
- Tue May 17, 2022 1:36 pm
- Forum: Modding help
- Topic: CONSUME FISH WHEN EXECUTING A CUSTOM ACTION
- Replies: 3
- Views: 133
Re: CONSUME FISH WHEN EXECUTING A CUSTOM ACTION
For a cooldown, in the code block that performs the action, you can store game.tick + number of ticks you want the cooldown to be for in the global table, indexed by player, then when the action is performed again, just check to see if game.tick >= stored value. Rough mockup code (not tested!): func...
- Mon May 16, 2022 9:02 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 63
- Views: 7630
Re: New API Docs website
Hey, is it possible to get the link to the API docs site put to the top of the page for each site like the rest?
- Mon May 16, 2022 8:49 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 1195
Re: [0.17] Make Pipette also copy recipe
How about not being a rude arse? Please understand this from my perspective. I make a request that does not alter current gameplay for anyone who chooses to ignore this hotkey, and there is kickback on why it is a bad idea. Due to (probably my English) there were misunderstandings. This was not a r...
- Mon May 16, 2022 7:10 pm
- Forum: Bug Reports
- Topic: [1.1.59] Graphical: Belt behind chemical plant
- Replies: 3
- Views: 135
Re: [1.1.59] Graphical: Belt behind chemical plant
Personally I don't find it that odd, but I have a feeling this will be marked as not a bug or won't fix. With the fact that these are sprites and not 3d models, you can't have a belt that is over it in one instance (the part you are pointing to) and under it in another (the chem plant's smoke stack ...
- Mon May 16, 2022 7:06 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 1195
Re: [0.17] Make Pipette also copy recipe
This is not actually controversial ..... it is misunderstood, repeatedly. Oh, we understand perfectly, we just disagree with your stance and reasoning. Perhaps one day when your skills improve at the keyboard and at the game, that might change. Get moar gud :/ If i was requesting a change that chan...
- Mon May 16, 2022 2:30 pm
- Forum: Modding help
- Topic: Tree stages
- Replies: 1
- Views: 102
Re: Tree stages
No answers on this one yet, either, huh?