Search found 329 matches
- Wed Feb 07, 2024 8:42 am
- Forum: Not a bug
- Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
- Replies: 7
- Views: 596
Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
(Yes, I'm aware occasion mods fail to signal as well but those tend to get fixed quickly, and the entity.valid == true check is relatively expensive compared to the rest of the code - that one check is about 10% of its runtime according to the profiler). Not sure how you tested the performance of t...
- Tue Feb 06, 2024 2:43 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] ICBMs
- Replies: 7
- Views: 646
- Sat Feb 03, 2024 9:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Reduce water volume to 1/10th
- Replies: 9
- Views: 935
Re: Reduce water volume to 1/10th
Here is a mod that should do that
https://mods.factorio.com/mod/better-fluid-throughput
https://mods.factorio.com/mod/better-fluid-throughput
- Sat Feb 03, 2024 10:07 am
- Forum: Modding interface requests
- Topic: Distance limit parameter for `spill_item_stacks`
- Replies: 4
- Views: 693
Re: Distance limit parameter for `spill_item_stacks`
+1 My use case is in Biter Power I have turrets that shoots cages to capture biters. This is done with scripting for a few reasons and thus uses spill_item_stack. And if the player doesnt clean up enough the same problem as outlined above might arise. If 2.0 is used to change the function to accept ...
- Mon Jan 29, 2024 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 8
- Views: 2445
Re: Better victory GUI
A small note to add, if this gets added to vanilla I think it's important that mods need to be able to add (and remove?) stats in the GUI. Some really cool things have already been added to Better Victory Screen by mods which I think will be really fun for the player to see in modded games.
- Wed Jan 24, 2024 9:35 pm
- Forum: Modding help
- Topic: on_entity_damaged damage_type returns __self = 0
- Replies: 4
- Views: 340
Re: on_entity_damaged damage_type returns __self = 0
Is that while printing it using serpent? Or logging it? Looks like a LuaObject, which can't be printed.
Of you show your code it would be easier to help.
Of you show your code it would be easier to help.
- Wed Jan 24, 2024 9:37 am
- Forum: Ideas and Requests For Mods
- Topic: Breadboards for circuit network combinators
- Replies: 3
- Views: 408
Re: Breadboards for circuit network combinators
If you want a tool with less bells and whistles you can try
https://mods.factorio.com/mod/circuitissimo
https://mods.factorio.com/mod/circuitissimo
- Mon Jan 22, 2024 6:43 pm
- Forum: Documentation Improvement Requests
- Topic: LuaBurner.currently_burning allows writing string too
- Replies: 1
- Views: 402
Re: LuaBurner.currently_burning allows writing string too
Another little note, it's possible to set `currently_burning` to any fuel, regardless of the burner's fuel category.
- Fri Jan 19, 2024 3:09 pm
- Forum: Documentation Improvement Requests
- Topic: More information on game.set_game_state
- Replies: 1
- Views: 344
Re: More information on game.set_game_state
Added note about this function only triggering the "Game Finished" screen the first time it's called, unless...
- Tue Jan 16, 2024 7:20 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 1498
Re: Mod Portal Feature Request: show dependency graph
Also a thread mentioning this. viewtopic.php?f=34&t=85466
- Tue Jan 16, 2024 7:16 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 1498
Re: Mod Portal Feature Request: show dependency graph
+1 To be able to see on the mod portal all mods that (optionally) depend on a mod. Even if it's only visible to the mod authors. A simple list of mods is fine. And maybe it's easiest if it only checks the latest version of said mods. My use case is that there are a few reports of players installing ...
- Mon Jan 15, 2024 1:33 pm
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1090
Re: [Mod 1.1] Memory cards - physical signal storage
I love the graphic for the Signal Writer! Very innovative way of using existing sprites. https://assets-mod.factorio.com/assets/2e2e6d2d4a0b8e06927fb9847dc1861e402eb61d.png What the main use case for this mod in your opinion? Maybe having multiple desinations for SE spaceships without having to to b...
- Sat Jan 13, 2024 7:53 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 761
Re: Help dividing entity stats based on existing entity stats
If you look at the actual data you're trying to use it's not really a number but a string "90kW". You van find it here , or in your game files. So you need to convert it. Luckily Factoeio provides a tool to do this. Remember, you'll to convert it back again local stone_furnace_power = ... ...
- Sat Jan 13, 2024 6:50 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 761
Re: Help dividing entity stats based on existing entity stats
It's energy_usage and not `energy_consumption`.
- Thu Jan 11, 2024 3:18 pm
- Forum: Documentation Improvement Requests
- Topic: More information on game.set_game_state
- Replies: 1
- Views: 344
More information on game.set_game_state
https://lua-api.factorio.com/latest/classes/LuaGameScript.html#set_game_state There is very limited information about this command in the docs, and I thought it might be useful to add some after creating Better Victory Screen . I would propose something like: game_finished: Triggers the "Game F...
- Wed Jan 10, 2024 4:52 pm
- Forum: Ideas and Suggestions
- Topic: QoL request: Train Station Labels
- Replies: 3
- Views: 478
Re: QoL request: Train Station Labels
Could be cool if the name was shown in the tooltip
- Tue Jan 09, 2024 7:03 am
- Forum: Modding discussion
- Topic: Best practices for setting player speed?
- Replies: 2
- Views: 391
Re: Best practices for setting player speed?
Hello! Not sure about the running_speed_modifier. Might be if other mods might change it after you do. A trick you can use is to add an invisible sticker to the character. Similar to what slow-down capsules do, except to increase speed. The tricky part is managing it though. Is it automatically crea...
- Fri Jan 05, 2024 12:33 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 27256
Re: Friday Facts #392 - Parametrised blueprints
Can't wait to use this in bot-malls and train stations! I do have two questions though: What happens when you specify 3 parameterized ingredients, but the recipe only has two? My hope would be that the third is silently ignored. Can you please turn the tiny checkmark button into a big "Confirm&...
- Thu Dec 14, 2023 6:44 pm
- Forum: Implemented for 2.0
- Topic: LuaEntity::custom_state_string
- Replies: 3
- Views: 716
- Wed Dec 13, 2023 10:53 am
- Forum: Modding interface requests
- Topic: Exclude entity from mining productivity
- Replies: 10
- Views: 1103
Re: Exclude entity from mining productivity
I was looking into this for Biter Power as well where I didn't want the Egg Extractors to be affected by mining productivity. I left it be though, because thematically it still works in my case, it just made scaling the "mining rate" harder. If possible I would still change it back to a fl...