Search found 16 matches
- Mon Feb 22, 2021 10:28 pm
- Forum: Mod portal Discussion
- Topic: Not receiving emails for mod portal notifications
- Replies: 1
- Views: 1491
Not receiving emails for mod portal notifications
I've noticed that recently (for the past couple weeks?), I no longer get emails for notifications on the mod portal. I haven't changed any preferences on the mod portal or the forums, my email hasn't changed, and I checked all my spam folders. Maybe a bug?
- Sun Jul 19, 2020 8:33 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype.resource_patch_search_radius
- Replies: 5
- Views: 2580
Re: LuaEntityPrototype.resource_patch_search_radius
Any update on this?
I noticed that there are already some values in LuaEntityPrototype that are "render-only", like https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.map_color.
As a larger request, what my mod (and potentially others) would really like access to is ...
I noticed that there are already some values in LuaEntityPrototype that are "render-only", like https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.map_color.
As a larger request, what my mod (and potentially others) would really like access to is ...
- Wed Jun 17, 2020 6:33 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 36109
Re: Friday Facts #349 - The 1.0 plan
For anyone else who might look for this in this thread: you can get the prototype to wiki page mapping using the Factorio MediaWiki API like this:
Code: Select all
https://wiki.factorio.com/api.php?action=parse&format=json&pageid=47231&prop=wikitext%7Crevid
- Tue May 12, 2020 12:17 pm
- Forum: Releases
- Topic: Version 0.18.23
- Replies: 12
- Views: 12167
Re: Version 0.18.23
Just updated, now getting an error "Cannot load base mod version 0.18.23 with game version 0.18.65535. Update probably failed, please download the game again."
- Thu Apr 30, 2020 12:38 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype.resource_patch_search_radius
- Replies: 5
- Views: 2580
Re: LuaEntityPrototype.resource_patch_search_radius
I need it for https://mods.factorio.com/mod/sonaxaton ... ap-markers to be able to detect contiguous resource patches properly.
- Wed Apr 29, 2020 10:42 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype.resource_patch_search_radius
- Replies: 5
- Views: 2580
LuaEntityPrototype.resource_patch_search_radius
I can't seem to find in-game access to https://wiki.factorio.com/Prototype/Res ... rch_radius. Am I missing something or is it just not exposed in-game?
- Fri Nov 29, 2019 1:36 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 456068
Re: [MOD 0.17] Industrial Revolution
I'm playing with Krastorio and noticed that the Reinforced Gates have the same health (500) as the normal Gates (500) that I'm assuming IR buffs. Could IR also buff the Krastorio gates to have more health than the normal ones?
- Sun Oct 13, 2019 9:46 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 456068
Re: [MOD 0.17] Industrial Revolution
Squeak Through just had an update that looks like might make it easier to integrate with IR, any plans for that? It's one of my top QoL mods and I miss it dearly playing IR.
viewtopic.php?f=190&t=16476&start=100#p461453
viewtopic.php?f=190&t=16476&start=100#p461453
- Sun Aug 18, 2019 10:26 pm
- Forum: Modding help
- Topic: Help making an Infinite Resources mod
- Replies: 3
- Views: 1625
Re: Help making an Infinite Resources mod
Okay so I took the idea from that thread to just retroactively update resource patches when they're generated in control.lua like so:
script.on_event(defines.events.on_chunk_generated, function(event)
resources = event.surface.find_entities_filtered{
area = event.area,
type = "resource ...
script.on_event(defines.events.on_chunk_generated, function(event)
resources = event.surface.find_entities_filtered{
area = event.area,
type = "resource ...
- Sun Aug 18, 2019 9:53 pm
- Forum: Modding help
- Topic: Help making an Infinite Resources mod
- Replies: 3
- Views: 1625
Re: Help making an Infinite Resources mod
Thanks! It looks like they have the exact same problems as me. I'll check out their mod and see if I can get inspiration from them. For reference this is my mod: https://mods.factorio.com/mod/sonaxaton ... -resources
- Sun Aug 18, 2019 9:15 pm
- Forum: Modding help
- Topic: Help making an Infinite Resources mod
- Replies: 3
- Views: 1625
Help making an Infinite Resources mod
I'm trying to make a very simple mod which makes all resources infinite and not deplete. Before 0.17.65 this was pretty easy, I just set infinite = true and infinite_depletion_amount = 0 on every resource and that was pretty much it. However, after that update changed the way infinite yields affect ...
- Thu Aug 08, 2019 1:31 pm
- Forum: Implemented Suggestions
- Topic: Factorio data-dump mode
- Replies: 14
- Views: 7335
Re: Factorio data-dump mode
A custom mod is much better because it allows you to dump exactly the things you want, as everyone as different needs. You can essentially output a pre-formatted dump that is trivial to import into your external application. Additionally if you dump the data in control-stage you get a) access to ...
- Wed Aug 07, 2019 11:01 pm
- Forum: Implemented Suggestions
- Topic: Factorio data-dump mode
- Replies: 14
- Views: 7335
Re: Factorio data-dump mode
It's doable with a mod, but I wouldn't say it's ideal. The game would still be wasting time loading all the sprite sheets which aren't needed since the game can just exit right after startup and never needs to render any sprites at all.
If the devs don't implement something like this, I'll probably ...
If the devs don't implement something like this, I'll probably ...
- Tue Aug 06, 2019 11:54 pm
- Forum: Implemented Suggestions
- Topic: Factorio data-dump mode
- Replies: 14
- Views: 7335
Factorio data-dump mode
It would be fantastic if Factorio provided a command-line option which did the following:
Start the application in headless mode.
Run the normal game startup process, loading mods and running through the stages described in the docs , except sprites aren't loaded.
After all the game data is ...
Start the application in headless mode.
Run the normal game startup process, loading mods and running through the stages described in the docs , except sprites aren't loaded.
After all the game data is ...
- Mon Mar 11, 2019 12:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.4] Can not click inventory or menu buttons
- Replies: 16
- Views: 8087
Re: [0.17.4] Can not click inventory or menu buttons
I just encountered this I think. I've hit it a couple times now. I think it has something to do with having a menu open while the auto-save is happening? I was able to get out of the state of not being able to interact with anything by right-clicking.
- Sat Dec 30, 2017 12:21 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 54001
Re: Friday Facts #223 - Reflections on 2017
Amazing to see all you've accomplished!
I'd really love an in-depth breakdown of your development process. The tools you use, who does what on the team, the architecture of the application, stuff like that. Would be really neat to see,
I'd really love an in-depth breakdown of your development process. The tools you use, who does what on the team, the architecture of the application, stuff like that. Would be really neat to see,