Search found 91 matches

by Silari
Mon Apr 19, 2021 12:59 am
Forum: Ideas and Requests For Mods
Topic: Mod for building stuff like in Sim city ?
Replies: 2
Views: 81

Re: Mod for building stuff like in Sim city ?

That's what sandbox mode is. If you hit no to all the questions it doesn't add anything that's not in the normal freeplay scenario, and is otherwise the same except you don't have a character. The code posted above essentially does the same thing. Alternatively I wrote a mod that disables player col...
by Silari
Fri Apr 16, 2021 8:27 am
Forum: Modding help
Topic: Values being changed to technology when adding another science requirement
Replies: 1
Views: 63

Re: Values being changed to technology when adding another science requirement

Make sure you have the "Show mod owners in tooltips" option enabled in the Interface settings, then hover over the tech in the techtree. I'd say there's a good chance some other mod else is modifying your tech. SE has a LOT of data changes occurring and it, or another mod, might be applyin...
by Silari
Wed Apr 14, 2021 6:22 pm
Forum: Gameplay Help
Topic: Option to include entities / tiles / trains / station names in copy&paste
Replies: 9
Views: 608

Re: Option to include entities / tiles / trains / station names in copy&paste

Not trying to hijack this, but a quick interjection: it's possible to copy whole trains? Or is that a mod thing? I know how to copy a train's color and schedule, but I'm placing the trains themselves one item at a time: loco, cart, cart, cart... I'd very much like to know how to copy-paste a whole ...
by Silari
Mon Apr 12, 2021 11:53 pm
Forum: Duplicates
Topic: [1.1.30] Shotgun shoots in wrong direction
Replies: 1
Views: 187

Re: [1.1.30] Shotgun shoots in wrong direction

Sounds like viewtopic.php?p=461762#p461762 in the Minor Issues subforum.
by Silari
Mon Apr 12, 2021 1:36 am
Forum: Gameplay Help
Topic: not getting night in a sandbox mode game
Replies: 1
Views: 99

Re: not getting night in a sandbox mode game

Sandbox mode asks when the map starts if you want to do a couple things, like research all techs, free items, cheat mode, and always day. You probably hit yes to the last one. You should be able to undo it from editor mode with the /editor command. A quick check shows it sets the 'Always render as d...
by Silari
Fri Apr 09, 2021 4:47 am
Forum: Gameplay Help
Topic: [1.1.30] No warning, if i save over an existing savefile
Replies: 14
Views: 625

Re: [1.1.30] No warning, if i save over an existing savefile

I think, it would help, if it just would ask before overwriting anything. Maybe with an option or checkbox to change it to the current behaviour. There's a reason why something like Office doesn't warn if you hit save, but does if you use Save As and the new name exists. If there's always a warning...
by Silari
Sun Apr 04, 2021 10:15 pm
Forum: Ideas and Requests For Mods
Topic: Placing tile gost on ore patch with a selection tool
Replies: 2
Views: 86

Re: Placing tile gost on ore patch with a selection tool

I don't know of any mod that does that, but it should be possible. You can make a selection tool that's set to select entities, and set the entity_filters list to whatever entities are a ResourceEntity. With that you can set an event in control.lua for on_player_selected_area, check if item is the s...
by Silari
Sat Apr 03, 2021 6:54 am
Forum: Technical Help
Topic: Change mods location.
Replies: 2
Views: 196

Re: Change mods location.

'--mod-directory PATH' command line option can change where the game loads mods.

Alternatively you can edit the config info to change where it read/writes all of it's user data. Wiki has info on that: https://wiki.factorio.com/Application_d ... _directory
by Silari
Thu Apr 01, 2021 5:05 pm
Forum: Assigned
Topic: [kovarex] [1.1.30] Radar preview not shown when cursor left of quickbar
Replies: 2
Views: 423

Re: Radar Preview left of Quickbar

Can confirm - preview works normally, then goes away if mouse goes below the top of the second quickbar row/top of the tool/vehicle window. This does not happen on the right of the quickbar. If the Tool Window next to Quickbar option is on, the same thing happens in the lower left corner. If more th...
by Silari
Thu Apr 01, 2021 5:28 am
Forum: General discussion
Topic: How is "SPM" measured?
Replies: 30
Views: 1664

Re: How is "SPM" measured?

Factorio's belt is optimized so that a compressed, uninteruppted belt is count as 1 segment. so no matter how long you route the belt from patches, as long as it is compressed, the UPS is the same. Segments are limited to 200 tiles long, as shown in the debug info. The FFF where they were revealed ...
by Silari
Tue Mar 30, 2021 4:45 pm
Forum: Minor issues
Topic: [1.1.30] Four minutes after lastest save is loaded program freezes – 100% repeatable
Replies: 13
Views: 478

Re: [1.1.30] Four minutes after lastest save is loaded program freezes – 100% repeatable

it works, with some problem: 1. research progress lost 2. achievement disabled 3. player inventory and armor lost 4. import save need 10G+ memory 5. start new game from scenario start with 1.2 ups, need wait about 2 minutes 6. need run command in console: /c game.player.teleport({0,0},game.surfaces...
by Silari
Mon Mar 29, 2021 1:11 am
Forum: Minor issues
Topic: [1.1.30] Misleading tooltip: steam engines have no max temperature
Replies: 15
Views: 617

Re: [1.1.30] Output power of heat exchanger + steam engine depends on orientation.

They work perfectly fine with lower temperature steam there is no lower temperature steam. Not sure why you think that, but the game disagrees with you. Fluids can have different temps, including steam. lowertempsteam.jpg Sometimes their max temp is the same as their default temp, like lubricant, b...
by Silari
Sun Mar 28, 2021 5:55 pm
Forum: Minor issues
Topic: [1.1.30] Misleading tooltip: steam engines have no max temperature
Replies: 15
Views: 617

Re: [1.1.30] Output power of heat exchanger + steam engine depends on orientation.

ptx0 wrote: ↑
Sun Mar 28, 2021 5:49 pm
it seems like a localisation issue.

Should say minimum temperature, not maximum.
Except it's not a minimum temperature. They work perfectly fine with lower temperature steam, except the obvious lower power output at max fluid use.
by Silari
Sun Mar 28, 2021 5:45 pm
Forum: Technical Help
Topic: Centrifuge is disabled by script
Replies: 2
Views: 206

Re: Centrifuge is disabled by script

Space Exploration only allows ONE beacon per building. Any building that gets in the range of multiple beacons gets deactivated. You'll need to re-arrange your setups to account for that.
by Silari
Sun Mar 28, 2021 7:53 am
Forum: Implemented Suggestions
Topic: Add temperature to Recipes
Replies: 6
Views: 289

Re: Add temperature to Recipes

It's in there: https://wiki.factorio.com/Types/FluidIngredientPrototype . I confirmed it worked before I posted with a simple recipe to convert water to 90C steam in a chemplant. Worked fine. Keep in mind if you want info on Prototypes, the wiki has those. https://lua-api.factorio.com/ is more on th...
by Silari
Sun Mar 28, 2021 4:20 am
Forum: Ideas and Suggestions
Topic: Production Window and Science Packs
Replies: 2
Views: 143

Re: Production Window and Science Packs

Bug report: when searching for "science pack", the "Rail" item also turns up, which throws off the scaling for the remaining items on the graph. This isn't a bug - turn off 'Fuzzy Search' in the interface options. The letters for 'science pack' all turn up in order in the descri...
by Silari
Sun Mar 28, 2021 4:15 am
Forum: Implemented Suggestions
Topic: Add temperature to Recipes
Replies: 6
Views: 289

Re: temperature

You can set the temp of a fluid output in a recipe with the 'temperature' property, IIRC. If you use the following as the output of a recipe in an assembler or chem plant, it should give you 90C steam. {type="fluid", name="steam", amount=60, temperature=90} Note that boilers don'...
by Silari
Sat Mar 27, 2021 8:18 pm
Forum: Modding help
Topic: Store entity placeholder into blueprint [SOLVED]
Replies: 6
Views: 229

Re: Store entity placeholder into blueprint

https://wiki.factorio.com/Prototype/Entity#placeable_by is supposed to tell the game what to use in a blueprint for the given entity, so it might work for this. Haven't tried it myself though.
by Silari
Sat Mar 27, 2021 8:10 pm
Forum: Modding help
Topic: Adding/Replacing The Win Condition Other Than Launching the first Rocket
Replies: 11
Views: 269

Re: Adding/Replacing The Win Condition Other Than Launching the first Rocket

/c game.set_game_state { game_finished = true, player_won = true, can_continue = true, victorious_force = game.forces.player, } Typing it as this results in error Typing this as it is doesn't result in an error for me -- but I didn't get the victory screen either. Could it be possible that this onl...
by Silari
Sat Mar 27, 2021 7:58 pm
Forum: Questions, reviews and ratings
Topic: Error with GUI icon in game mod FNEI
Replies: 1
Views: 99

Re: Error with GUI icon in game mod FNEI

Looks like it might be a problem with the control.lua logic of the scenario (pretty sure that path is where it's kept for the loaded game), rather than a mod. Probably worth backing up the save and attempting the steps in https://forums.factorio.com/viewtopic.php?f=49&t=95422 which should resolv...

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