Hello.
Love that you now can use formulas in the textbox but now i "E" means some kind of number i guess so you can't exit out of it without pushing the button (when you hover the button it still says confirm(e) ).
Earlier you could press the sequence "1000e" and you would apply 1000 to the box ...
Search found 15 matches
- Thu Nov 21, 2024 9:16 am
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 40
- Views: 4421
- Tue Oct 22, 2024 8:31 pm
- Forum: Duplicates
- Topic: [2.0.8] Error message when exiting/restarting factorio
- Replies: 3
- Views: 429
Re: [2.0.8] Error message when exiting/restarting factorio
Thanks. You must be tired of seeing this reported
- Tue Oct 22, 2024 8:13 pm
- Forum: Duplicates
- Topic: [2.0.8] Error message when exiting/restarting factorio
- Replies: 3
- Views: 429
[2.0.8] Error message when exiting/restarting factorio
Heya.
Been having this minor issue for a while now, might aswell report it when you have your hands busy with the newly released expansion :D
Sometimes when exiting factorio or restarting (enabling a mod for example) I get an error message. This issue was also happening before the expansion ...
Been having this minor issue for a while now, might aswell report it when you have your hands busy with the newly released expansion :D
Sometimes when exiting factorio or restarting (enabling a mod for example) I get an error message. This issue was also happening before the expansion ...
- Tue Oct 25, 2022 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Sound Control Option and Hotkeys / Some Key Combination (ALT+TAB?) Disables Sound Option
- Replies: 14
- Views: 4885
Re: Sound Control Option and Hotkeys / Some Key Combination (ALT+TAB?) Disables Sound Option
+1
I'd also like to see ctrl+s to mute sound and ctrl+m to mute music
I'd also like to see ctrl+s to mute sound and ctrl+m to mute music
- Sun Oct 31, 2021 9:35 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 90485
Re: [MOD 0.17] Crafting Combinator
Made a tiny little skin for this so they stand from other combinators:
image_2021-10-31_103406.png
add this to the data.lua file and put the image in graphics folder
for _, dir in pairs(rc.multiply_symbol_sprites) do
dir.hr_version.filename = '__crafting_combinator__/graphics/hr-combinator ...
image_2021-10-31_103406.png
add this to the data.lua file and put the image in graphics folder
for _, dir in pairs(rc.multiply_symbol_sprites) do
dir.hr_version.filename = '__crafting_combinator__/graphics/hr-combinator ...
- Thu Apr 26, 2018 7:42 pm
- Forum: Modding help
- Topic: Connecting and Disconnecting Wires
- Replies: 2
- Views: 1203
Re: Connecting and Disconnecting Wires
I'm not sure but I think you can't force connect them if they are outside range.
Without knowing any better, I probably would increase the range of all the entity prototypes, and disconnect all when they are built and the connect them with your code there. Unless that ruins something for your mod ...
Without knowing any better, I probably would increase the range of all the entity prototypes, and disconnect all when they are built and the connect them with your code there. Unless that ruins something for your mod ...
- Tue Apr 24, 2018 5:22 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 4791
Re: Entity acting as another for blueprints and fast replace.
I found a decent solution! Setting the flag "fast-replaceable-no-build-while-moving" makes you have to click once if you want to replace a pipe, but I can live with that. Maybe even better than the other fast replace :) Most importantly it doesn't overwrite it for every pixel the mouse is moved.
- Tue Apr 24, 2018 9:50 am
- Forum: Won't implement
- Topic: Requesting O(1) lookup of entities by type or name
- Replies: 10
- Views: 4632
Re: Requesting O(1) lookup of entities by type or name
Isn't that what find_entities_filtered does? Goes through a list of all entities and returns all matching entities?
- Mon Apr 23, 2018 9:19 pm
- Forum: Modding interface requests
- Topic: "pipe-to-ground" channels
- Replies: 3
- Views: 1968
Re: "pipe-to-ground" channels
Fairly sure in earlier versions of the game, a red UG belt would connect to a yellow UG belt, likewise a tungsten UG pipe would connect to an iron UG pipe.
However, in more recent times, I noticed that a tungsten UG won't connect to an iron UG.
Are you saying that in your configuration there ...
However, in more recent times, I noticed that a tungsten UG won't connect to an iron UG.
Are you saying that in your configuration there ...
- Sun Apr 22, 2018 2:00 pm
- Forum: Modding interface requests
- Topic: "pipe-to-ground" channels
- Replies: 3
- Views: 1968
"pipe-to-ground" channels
Hi
I would like to have the 'pipe-to-ground' entities work the same way as the as the underground belts.
I released a mod where different pipe type won't be able to connect, but haven't found a way to bypass this yet.
Was hoping this was something you could consider if you're gonna rework the ...
I would like to have the 'pipe-to-ground' entities work the same way as the as the underground belts.
I released a mod where different pipe type won't be able to connect, but haven't found a way to bypass this yet.
Was hoping this was something you could consider if you're gonna rework the ...
- Thu Apr 19, 2018 2:23 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 4791
Re: Entity acting as another for blueprints and fast replace.
That's not an issue. You don't touch the L pipes etc, just the regular pipes. When it's placed the script replaces it with a pipe the blocks the connections to pipes of a different color. And i'm pretty sure it's not possible to rotate the pipe entity. The other mods use a storage tank as base entity.
- Tue Apr 17, 2018 5:33 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 4791
Re: Entity acting as another for blueprints and fast replace.
Sounds like you want pipe-3 to dynamically be fast-replaceable and not fast-replaceable depending one when it was last fast-replaced. And that's not possible. You can only make pipe-3 not fast replaceable by pipe at all by putting it into another group.
Yeah, not quite. If I have 3 pipe types ...
- Mon Apr 16, 2018 3:14 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 4791
Re: Entity acting as another for blueprints and fast replace.
Sounds like you want pipe-3 to dynamically be fast-replaceable and not fast-replaceable depending one when it was last fast-replaced. And that's not possible. You can only make pipe-3 not fast replaceable by pipe at all by putting it into another group.
Yeah, not quite. If I have 3 pipe types ...
- Sun Apr 15, 2018 8:04 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 4791
Re: Entity acting as another for blueprints and fast replace.
Thanks, modifying the blueprint did fix that first issue. I did swap out all my numbered pipes by the regular pipes.
And yeah, the pipes have all the original prototype values as the original pipe, except the fluidbox connections which is changed.
I also have added the placeable by value, but i ...
And yeah, the pipes have all the original prototype values as the original pipe, except the fluidbox connections which is changed.
I also have added the placeable by value, but i ...
- Sun Apr 15, 2018 1:46 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 4791
Entity acting as another for blueprints and fast replace.
Hello!
I've been working on a small mod to make all different pipes (added by other mods) not able to connect, by creating a 15 additional pipes ("pipe" creates "pipe-[0-14]" for example)for each pipe type. It works by changing the newly built pipe to a pipe which blocks the connections to pipes of ...
I've been working on a small mod to make all different pipes (added by other mods) not able to connect, by creating a 15 additional pipes ("pipe" creates "pipe-[0-14]" for example)for each pipe type. It works by changing the newly built pipe to a pipe which blocks the connections to pipes of ...