Search found 587 matches
- Mon Aug 11, 2025 4:25 pm
- Forum: Modding help
- Topic: Help with autoplacing resources / updating an old mod
- Replies: 4
- Views: 294
Re: Help with autoplacing resources / updating an old mod
Hi, Can someone explain this part to me?
local resource_autoplace = require("resource-autoplace")
...
autoplace = resource_autoplace.resource_autoplace_settings({ ... etc ...})
where does that "resource-autoplace.lua" file come from?
It's part of the base game. There's a few lua scripts in ...
- Fri Aug 08, 2025 7:15 pm
- Forum: Duplicates
- Topic: Fish flowing
- Replies: 5
- Views: 201
Re: Fish flowing
Those are chunk boundaries. When they move into the chunk outside the radius where they're active, they stop moving, so many can pile up at the boundary.SaboteurKiev wrote: Fri Aug 08, 2025 6:00 pm It would be ok, if they just stop moving., but i want to say that they are swimming and grouping near some "vertical" lines.
- Wed Jul 30, 2025 9:43 pm
- Forum: Fan Art
- Topic: custom assembling machine graphics
- Replies: 3
- Views: 528
Re: custom assembling machine graphics
Neat. Looks kind of like a miniature bastion fort.
- Tue Jul 29, 2025 2:34 pm
- Forum: Ideas and Suggestions
- Topic: ICBM nuking
- Replies: 3
- Views: 280
Re: ICBM nuking
Like how a single fish can be currently inserted into a space-age rocket to trigger special behavior
I got curious and so I launched a single fish into a rocket silo and launched the rocket to a stationary platform above Nauvis. I didn't notice anything unexpected. What is this special ...
- Tue Jul 29, 2025 12:07 am
- Forum: Modding help
- Topic: Help with autoplacing resources / updating an old mod
- Replies: 4
- Views: 294
Re: Help with autoplacing resources / updating an old mod
I don't see anywhere in that code where you add it to the planet's autoplace's specification, to allow it to spawn on that planet.
for instance, for Homeworld the sand-source resource needs to be added to nauvis before it spawns there:
data.raw.planet.nauvis.map_gen_settings.autoplace_controls ...
for instance, for Homeworld the sand-source resource needs to be added to nauvis before it spawns there:
data.raw.planet.nauvis.map_gen_settings.autoplace_controls ...
- Sat Jul 26, 2025 8:45 pm
- Forum: Gameplay Help
- Topic: search for a lost child
- Replies: 4
- Views: 341
Re: search for a lost child
Did you try a filtered deconstruction planner? Should be able to spread that over everything in your base and it'll get marked.
- Wed Jul 23, 2025 2:32 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 158
- Views: 190126
Re: [MOD 1.1] Sea Block Pack 0.5.16
is this mod dead? i cant load the mod in 1.1 due the bob's mining needing 2.0.. i cant load both at the same time but i need them both, is there another way to play the mod
Needed versions are still on the mod portal. You can download the required version manually, or delete the installed one ...
- Wed Jul 02, 2025 5:05 pm
- Forum: Modding help
- Topic: Making a gun that requires no ammo
- Replies: 4
- Views: 387
Re: Making a gun that requires no ammo
Far as I'm aware it's not possible to make a gun that doesn't require ammo - presumably because some portions of it's attack is based on the ammo used.
You can make one that doesn't CONSUME ammo by setting the attack_parameters.ammo_consumption_modifier to 0. It still needs ammo in the gun but won ...
You can make one that doesn't CONSUME ammo by setting the attack_parameters.ammo_consumption_modifier to 0. It still needs ammo in the gun but won ...
- Sat Jun 28, 2025 12:33 am
- Forum: Gameplay Help
- Topic: Total raw materials
- Replies: 1
- Views: 262
Re: Total raw materials
What's considered a raw material is whatever you can't craft by hand, or can't be crafted by the machine you're currently interacting with. This is why it shows steel bars as raw material for a solar panel, despite those being made by iron plates.
Batteries can't be made by hand because they ...
Batteries can't be made by hand because they ...
- Sat Jun 21, 2025 10:51 pm
- Forum: Gameplay Help
- Topic: Can't research Promethium...... Why not???
- Replies: 10
- Views: 844
Re: Can't research Promethium...... Why not???
Chances are one of your mods has disabled the biter egg research without removing it as a prerequisite for promethium research, though it also could've been some other tech one of the mods added as well.
You can try hitting Ctrl+Shift+E to open the prototype explorer , selecting 'technology' in ...
You can try hitting Ctrl+Shift+E to open the prototype explorer , selecting 'technology' in ...
- Thu Jun 19, 2025 12:18 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Top left aligned quality icons
- Replies: 2
- Views: 272
Re: [Mod Request] Top left aligned quality icons
Presumably you could do this with the quality_indicator_shift attribute on the entity prototypes, though I've never messed with it.
Not sure on icons though.
Not sure on icons though.
- Sun Jun 08, 2025 10:44 pm
- Forum: General discussion
- Topic: Space Exploration / Space Age connection?
- Replies: 16
- Views: 5053
Re: Space Exploration / Space Age connection?
So, from what I understand,...
WUBE always wanted to do SA, but didn't have time, and wanted to get 1.0 out. After they release 1.0, Earendel singlehandedly wrote his/her own enormous SE mod, ...
This still sounds a bit off in my opinion: Wube did 1.0 with no intention to have SA already ...
- Sun Jun 01, 2025 5:18 pm
- Forum: Technical Help
- Topic: opening zip failed i/o error
- Replies: 3
- Views: 502
Re: opening zip failed i/o error
Autosaves should be shown in the load menu. You might want to move the corrupt save to another directory, to see if maybe it's preventing Factorio from reading the rest of the files properly.
- Sat May 31, 2025 5:15 pm
- Forum: Technical Help
- Topic: game crashes at loading screen with mods
- Replies: 2
- Views: 365
Re: game crashes at loading screen with mods
Sounds like a problem with one of your mods. You should probably remove them.
Mods shouldn't be causing the game to crash regardless of what they're doing, only causing an error. Something else is going on.
And the first error message shows up after loading core, which is part of the game ...
- Tue May 27, 2025 2:36 pm
- Forum: Modding help
- Topic: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance
- Replies: 4
- Views: 555
Re: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance
Shoot, when I redid some of the wording in the post after testing I accidently left out one of the sentences, and said wagon when I meant train.
The WAGON itself seems to need to also be aligned to one of the cardinal directions, otherwise pumps will not connect to it. Tolerance is for if any other ...
The WAGON itself seems to need to also be aligned to one of the cardinal directions, otherwise pumps will not connect to it. Tolerance is for if any other ...
- Tue May 27, 2025 3:29 am
- Forum: Modding help
- Topic: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance
- Replies: 4
- Views: 555
Re: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance
Far as I'm aware, the rail itself still needs to be aligned to a cardinal direction in order for the pump to properly target the rail, regardless of tolerance. Adjusting the tolerance just means it doesn't matter if any other parts of the wagon train are on a curve.
You'll notice a pump won't show ...
You'll notice a pump won't show ...
- Sat May 24, 2025 4:03 am
- Forum: Questions, reviews and ratings
- Topic: Well this is embarrassing
- Replies: 2
- Views: 577
Re: Well this is embarrassing
You need to put basic tech cards in the crashed ship part that acts as a lab. You use it long enough to research the ability to make real labs (which are then replaced later too).
There's 4 or so crashed ship bits that act like assemblers, and one that acts as a generator. I'd toss up a screenshot ...
There's 4 or so crashed ship bits that act like assemblers, and one that acts as a generator. I'd toss up a screenshot ...
- Tue May 20, 2025 2:46 am
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 756
Re: Help Porting Mod to 2.0
There is no normal and expensive modes anymore, so the game is ignoring everything in those sections. Instead those properties are just in the root of the recipe.
Its one of the changes mentioned in the thread.
Its one of the changes mentioned in the thread.
Removed normal and expensive properties from TechnologyPrototype and RecipePrototype.
- Mon May 19, 2025 12:30 pm
- Forum: 1 / 0 magic
- Topic: [2.0.47] Computer and Factorio Crashes With Mods Added
- Replies: 3
- Views: 598
Re: [2.0.47] Computer and Factorio Crashes With Mods Added
If your PC is crashing, you need to check your hardware and drivers to find the problem. The game can't cause that. Likely you've got some failing hardware.
- Sun May 18, 2025 9:17 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 756
Re: Help Porting Mod to 2.0
You're going to need to go over all the breaking changes mentioned in viewtopic.php?t=70603 and look through the API pages https://lua-api.factorio.com/latest/index-runtime.html as you find issues. Prototypes have their own global object now, they're not under game anymore.