Epic! Thanks for adding this
One small thing, I don't think the numbers should show in the tab heading. That space should be reserved for notifications IMO.
Otherwise, it has even more functionality that I hoped for! You're the best
Search found 319 matches
- Thu Apr 25, 2024 7:20 pm
- Forum: Mod portal Discussion
- Topic: New Dependencies Page
- Replies: 4
- Views: 1311
- Wed Apr 24, 2024 7:28 am
- Forum: Gameplay Help
- Topic: Space exploration, what is needed?
- Replies: 3
- Views: 186
Re: Space exploration, what is needed?
Easiest might be to install the official mod pack , but just installing the Space Exploration mod itself is also perfectly fine. As far as I know, the part of going into space is quite late in the game It's earlier than that, I think it's now after blue science that you can go to space using a Cargo...
- Sun Apr 21, 2024 7:26 am
- Forum: Documentation Improvement Requests
- Topic: LuaSurface points to a surface at index, and not to unique surface
- Replies: 3
- Views: 200
Re: LuaSurface points to a surface at index, and not to unique surface
Great! That would definitely make it easier to work with.
Does this mean indexes will always be unique too, like unit numbers? Or will they still be re-used? It would be nice if they were unique to use as an identifier. Can't use the surface name because that can change.
Does this mean indexes will always be unique too, like unit numbers? Or will they still be re-used? It would be nice if they were unique to use as an identifier. Can't use the surface name because that can change.
- Sat Apr 20, 2024 7:34 pm
- Forum: Documentation Improvement Requests
- Topic: LuaSurface points to a surface at index, and not to unique surface
- Replies: 3
- Views: 200
LuaSurface points to a surface at index, and not to unique surface
What A variable holding a LuaSurface does not point to that unique created surface, but instead seems to point to whichever surface has that specific index. For example if a the variable's surface is destroyed, and a new different surface created later, it might have the same index. And in that cas...
- Tue Apr 16, 2024 11:05 am
- Forum: Questions, reviews and ratings
- Topic: SE: Current Zone
- Replies: 1
- Views: 141
Re: SE: Current Zone
You can try this mod, which looking at the code should update the zone correctly when the spaceship launches/lands.
https://mods.factorio.com/mod/zone-combinator
https://mods.factorio.com/mod/zone-combinator
- Tue Apr 09, 2024 9:37 am
- Forum: Modding interface requests
- Topic: Allow more than one filter on fluid_boxes
- Replies: 2
- Views: 216
Re: Allow more than one filter on fluid_boxes
+1 from me
Related:
viewtopic.php?f=28&t=105271
viewtopic.php?f=28&t=71721
viewtopic.php?f=221&t=55661 - probably most interesting one with links to responses from devs
Related:
viewtopic.php?f=28&t=105271
viewtopic.php?f=28&t=71721
viewtopic.php?f=221&t=55661 - probably most interesting one with links to responses from devs
- Mon Apr 08, 2024 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: Is it possible to change trains Models
- Replies: 1
- Views: 143
Re: Is it possible to change trains Models
If you're looking for an example mod: https://mods.factorio.com/mod/z_yira_UP
Basically, you would have to create sprite-sheets of your model, and place that in a mod. There is some tutorials around on how to do that.
Basically, you would have to create sprite-sheets of your model, and place that in a mod. There is some tutorials around on how to do that.
- Sun Mar 31, 2024 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Placing tiles should show in Production window
- Replies: 4
- Views: 292
Placing tiles should show in Production window
What When placing tiles the total amount of tiles placed/mined should be shown in the Production window . Probably under the "Buildings" tab. Why This information would be just as useful as the other information in the Buildings tab. And a player would expect it to be there, since most ot...
- Sat Mar 30, 2024 3:40 pm
- Forum: Ideas and Requests For Mods
- Topic: A mod like Supply Challenge but with trains
- Replies: 3
- Views: 248
- Thu Mar 21, 2024 1:51 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503070
Re: Simple Questions and Short Answers
No, that is not currently a feature. This Alt-F4 article shows you how to add it using a Python script, and already has a handy blueprint available. Or you could use a mod like AutoFill.
- Wed Mar 20, 2024 11:29 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 425
Re: adding a property using table insert between se and mega furnace
Happy to help
The documentation here explains the load order. And you'll see there the only way you should change it is by adding dependencies on other mods.
The documentation here explains the load order. And you'll see there the only way you should change it is by adding dependencies on other mods.
- Wed Mar 20, 2024 10:57 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 425
Re: adding a property using table insert between se and mega furnace
In what file did you place your code? It could be that it's running after SE does it's space checks. Safest is to add a dependency to SE as you mentioned. But it could be you placed your code in `data-final-fixes.lua` whereas better place might be `data-updates.lua`.
- Wed Mar 20, 2024 10:42 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 425
Re: adding a property using table insert between se and mega furnace
and it`s working What do you mean? So did the code I provided crash? And you want it to crash, because that means the code was running. And once you verified that you can remove the `error(...)`. Maybe a better clearer approach would be: log("[TEST] The code is running as expected") if da...
- Wed Mar 20, 2024 10:39 am
- Forum: Modding help
- Topic: Has anyone got a clever way to alter recipe output using technology?
- Replies: 3
- Views: 181
Re: Has anyone got a clever way to alter recipe output using technology?
I was curious and found the code: https://github.com/pyanodon/pyalienlife/blob/master/scripts/turd/turd.lua Functions of interest are `recipe_replacement` and `Turd.events.on_built`. Seems like they don't handle the case of old blueprints like I described, or at least didn't see it at first glance. ...
- Wed Mar 20, 2024 10:34 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 425
Re: adding a property using table insert between se and mega furnace
It should crash your game while it's loading with that error message. If it's not then your code isn't running
- Wed Mar 20, 2024 10:29 am
- Forum: Modding help
- Topic: Has anyone got a clever way to alter recipe output using technology?
- Replies: 3
- Views: 181
Re: Has anyone got a clever way to alter recipe output using technology?
Unfortunately it's not possible with the approach you described. This would require you creating multiple recipes in the data state, one for each technology level. Then when the technology is researched you would have to loop over all entities that exist and change the recipe to the newer one. As we...
- Wed Mar 20, 2024 10:11 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 425
Re: adding a property using table insert between se and mega furnace
Are you sure your code is running? Is it placed in `data.lua`? Does it have an dependency on the mega-furnace mod? To be sure you can change your code to: error("The code is running as expected") if data.raw["assembling-machine"]["mega-furnace"] then data.raw["asse...
- Tue Mar 12, 2024 9:39 am
- Forum: General discussion
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 45
- Views: 3362
Re: Fluid Mechanics Still Broken, 6 Years Later?
In the latest FFF we can see the fluidic mechanics is at least on one of the dev's minds. :) I usually try not to look at the C++ code because every time I do I get compelled to start changing things… (like the fluid mechanics) when really I should be focussing on other things. But personally I don'...
- Mon Mar 04, 2024 7:35 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] A mod to change wooden power poles to a 6x6 supply area
- Replies: 1
- Views: 173
- Tue Feb 27, 2024 1:49 pm
- Forum: Modding help
- Topic: "Generates electricity" label
- Replies: 4
- Views: 286
Re: "Generates electricity" label
It's possible to add custom tooltips. It won't look exactly like normal generators, but at least the information will be there. I do something similar in my mod Biter Power to display the change of escape https://assets-mod.factorio.com/assets/bf48e7e812bdf4066db18774f392441ab5f5dfb9.png In the prot...