Search found 319 matches

by Stringweasel
Thu Apr 25, 2024 7:20 pm
Forum: Mod portal Discussion
Topic: New Dependencies Page
Replies: 4
Views: 1311

Re: New Dependencies Page

Epic! Thanks for adding this :D

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 :D
by Stringweasel
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...
by Stringweasel
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.
by Stringweasel
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...
by Stringweasel
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
by Stringweasel
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
by Stringweasel
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.
by Stringweasel
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...
by Stringweasel
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.
by Stringweasel
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.
by Stringweasel
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`.
by Stringweasel
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...
by Stringweasel
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. ...
by Stringweasel
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 :)
by Stringweasel
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...
by Stringweasel
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...
by Stringweasel
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'...
by Stringweasel
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...

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