Search found 17 matches
- Thu Mar 13, 2025 9:14 pm
- Forum: Gameplay Help
- Topic: Modded robots don't respect surface conditions fully
- Replies: 0
- Views: 146
Modded robots don't respect surface conditions fully
Modded Logi / Construction bots properly can't be hand-placed on a surface if their surface conditions are not fulfilled by the surface's properties, but they can still be kept in inventory or put into roboports and then get assigned jobs and execute them on the same surface despite their conditions ...
- Sat Dec 14, 2024 3:29 am
- Forum: Ideas and Suggestions
- Topic: [Modding] Expose Platform Space Connection to runtime API
- Replies: 0
- Views: 197
[Modding] Expose Platform Space Connection to runtime API
I have been looking for how to get the space connection a platform is on and its progress on that space connection for a few days now and haven't found anything. I don't know if I'm just missing it somewhere somehow, but It doesn't seem like it's possible, and I've also seen other modders need this ...
- Fri Feb 05, 2021 9:24 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 207283
Re: Friday Facts #365 - Future plans
I have to say that, the prospect of any kind of expanding upon the game is not especially appealing. In the form of an expansion, or DLC, or whatever, doesn't matter. Not that I am against the idea, quite the contrary. While there are many great mods out there, they usually don't care if they change ...
- Sun Jun 14, 2020 12:51 am
- Forum: Implemented mod requests
- Topic: Add connection_distance and double joint_distance to LuaEntityPrototoype
- Replies: 3
- Views: 1753
Re: Add connection_distance and double joint_distance to LuaEntityPrototoype
Any particular reason why you need this? Just exposing that data to LuaEntityPrototype is pretty unnecessary, you can actually attach any data you like to any data structure you like arbitrary, its one of the key features of Lua. For instance I do this in a personal mod to add a boolean to certain ...
- Sat Jun 13, 2020 6:38 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 91949
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Can we still have the previous redesign available in the game assets? I'd hate for it to go to waste, it still looks quite nice and maybe it can find a different use (Maybe in that weird tower defense minigame for instance, as some kind of defensive structure?)
For the current redesign, I think it ...
For the current redesign, I think it ...
- Sat Jan 20, 2018 2:32 pm
- Forum: Modding help
- Topic: Inserter Hand
- Replies: 3
- Views: 1798
Inserter Hand
Is an Inserter's hand considered an Inventory, and thus can be messed with like a Player's or Chest's inventory? If so, would putting an item into an Inserter's hand manually make it still operate? And what would be the best way to ensure an Inserter has come to it's resting position before messing ...
- Wed Dec 20, 2017 11:39 pm
- Forum: Modding discussion
- Topic: Anti-piracy for mods? No, community is more important
- Replies: 24
- Views: 34287
Re: Anti-piracy for mods? No, community is more important
Another example - my mod Loader-Furnace
Nanabell has it taken and does the own mod Loader-Furnaces . His mod was better: has more tiers and good balanced.
I can understand, that he likes my mod, has rewrite and public it. One negative thing - he is not asking me before public it. If his mod was ...
Nanabell has it taken and does the own mod Loader-Furnaces . His mod was better: has more tiers and good balanced.
I can understand, that he likes my mod, has rewrite and public it. One negative thing - he is not asking me before public it. If his mod was ...
- Wed Dec 20, 2017 3:02 am
- Forum: Modding discussion
- Topic: Anti-piracy for mods? No, community is more important
- Replies: 24
- Views: 34287
Re: Anti-piracy for mods? No, community is more important
I get this is a year-old topic and I don't want to be that guy that continues the conversation after someone bumped it, but I'm going to be that guy. Obfuscation of any kind does not help anybody. Short of making it overly obscenely difficult and complex to near impossible to mod for new-comers ...
- Tue Dec 19, 2017 8:43 pm
- Forum: Modding discussion
- Topic: Update Entities/Items?
- Replies: 3
- Views: 2110
Re: Update Entities/Items?
Thanks, but those examples are not totally clear,
{
"entity":
[
["wall", "stone-wall"]
],
"item":
[
["wall", "stone-wall"]
]
}
Do I need to do something akin to how new Entities/recipes/technologies are added to the game via data:extend ? Or is this the only code needed? Does the ...
{
"entity":
[
["wall", "stone-wall"]
],
"item":
[
["wall", "stone-wall"]
]
}
Do I need to do something akin to how new Entities/recipes/technologies are added to the game via data:extend ? Or is this the only code needed? Does the ...
- Tue Dec 19, 2017 8:22 pm
- Forum: Modding discussion
- Topic: Update Entities/Items?
- Replies: 3
- Views: 2110
Update Entities/Items?
So, sometimes when Factorio updates and changes or removes entities or items, the game will automatically update those changed/removed things in your save for you. Is there a way to do this for a mod? Preferably without having to have a huge block of code? Maybe there's just an, "updateentities(x=a ...
- Tue Nov 07, 2017 12:01 am
- Forum: Modding help
- Topic: Doing Pipe and Heat Pipe-like Connections on other entities?
- Replies: 6
- Views: 2487
Re: Doing Pipe and Heat Pipe-like Connections on other entities?
"The devs are always open to good suggestions. So if you think you have the ultimate solution for all our modding problems be sure to go ahead and tell them. I'll be the first to thank you when it's implemented. I've seen a lot of people fail to be convincing evnough before tho :P"
Well, yeah, it's ...
Well, yeah, it's ...
- Mon Nov 06, 2017 10:31 pm
- Forum: Modding help
- Topic: Doing Pipe and Heat Pipe-like Connections on other entities?
- Replies: 6
- Views: 2487
Re: Doing Pipe and Heat Pipe-like Connections on other entities?
"You know, you can actually create entities (Assembling machine types for example) that are powered via heat directly, right?"
But it also needs to work with unmodified vanilla machines, *and* not overlap with Nuclear Reactor heat-pipes, otherwise you could just feed that heat from Nuclear Reactors ...
But it also needs to work with unmodified vanilla machines, *and* not overlap with Nuclear Reactor heat-pipes, otherwise you could just feed that heat from Nuclear Reactors ...
- Mon Nov 06, 2017 1:29 am
- Forum: Modding help
- Topic: Doing Pipe and Heat Pipe-like Connections on other entities?
- Replies: 6
- Views: 2487
Doing Pipe and Heat Pipe-like Connections on other entities?
Totally new to modding Factorio here. It is my understanding that only Pipe and Heat-Pipe entities have the ability to do this, but maybe it is still possible otherwise? The only thing I think is possible is spawning entities on top of my power poles that do the visuals while my main entity does the ...
- Sat Nov 04, 2017 9:26 pm
- Forum: Modding help
- Topic: Add to Player Starting Inventory
- Replies: 6
- Views: 4267
Re: Add to Player Starting Inventory
Probably a good idea for certain mods, but I think mine is fine. I'd rather leave scenarios and other things untouched, if what 5th posted does not affect them already. I am only adding certain items into the inventory for convenience sake, they are not necessities to play the mod. It just makes it ...
- Sat Nov 04, 2017 10:50 am
- Forum: Modding help
- Topic: Add to Player Starting Inventory
- Replies: 6
- Views: 4267
Re: Add to Player Starting Inventory
Thanks, 5th, that worked. Very simple, just not very visible to learn unfortunately. Still worked very well, though. 

- Sat Nov 04, 2017 7:44 am
- Forum: Modding help
- Topic: Add to Player Starting Inventory
- Replies: 6
- Views: 4267
Add to Player Starting Inventory
So I'm taking my first go at making a mod and everything has gone pretty smoothly so far, except this. Everything I look at to try and figure out what to do is several years old and thus out-dated information (a lot say to do require "defines" which is a file that no longer exists). Any help would ...
- Thu Oct 12, 2017 9:10 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632553
Re: [MOD 0.14] AAI Programmable Vehicles
I've grabbed a few blueprints off of here, so I figure I should give one back. This is a Hauler loop that has some fairly simple but useful behavior:
1. When it's assigned Miner is low on fuel, it will go to it.
2. If it picked up ore along the way (Currently set to iron ore but it's easy to change ...
1. When it's assigned Miner is low on fuel, it will go to it.
2. If it picked up ore along the way (Currently set to iron ore but it's easy to change ...