Search found 77 matches
- Wed Sep 15, 2021 10:42 am
- Forum: Modding interface requests
- Topic: "hidden" flag and Production window
- Replies: 1
- Views: 1040
Re: "hidden" flag and Production window
I'm running into the same issue, please add an option to hide a fluid from statistics completely.
- Wed Sep 15, 2021 10:26 am
- Forum: Modding interface requests
- Topic: Add a heat generator option for modders
- Replies: 3
- Views: 1435
Add a heat generator option for modders
TL;DR There are generators that generate electricity from items (burner) or fluids , but none can generate electricity directly from heat . WHY? I'm making a mod where I have a thermoelectric generator, but I can't just make it generate electricity from heat, because the game does not support it. M...
- Mon Aug 30, 2021 3:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Spectral Overhaul - Ambitious overhaul mod - looking for a team
- Replies: 2
- Views: 1459
Re: Ambitious overhaul mod - looking for a team
Main challenges:
- More complicated entities
- Graphics
- Sound effects
- coming up with diverse enough things
- More complicated entities
- Graphics
- Sound effects
- coming up with diverse enough things
- Mon Aug 30, 2021 2:54 pm
- Forum: Ideas and Requests For Mods
- Topic: Spectral Overhaul - Ambitious overhaul mod - looking for a team
- Replies: 2
- Views: 1459
Spectral Overhaul - Ambitious overhaul mod - looking for a team
I'd like to make an overhaul mod, but I won't be able to do it alone, so I'm looking for people to work with . Main goals: - Not too complex in the early game - Every playthrough is different - New logistic challenges - In research, more emphasis on discovery HOW? 3 different kinds of each type of o...
- Sun Mar 14, 2021 11:43 am
- Forum: Not a bug
- Topic: [1.1.27] Disabled research not counted as a fulfilled prerequisite when researched
- Replies: 2
- Views: 1104
[1.1.27] Disabled research not counted as a fulfilled prerequisite when researched
Advanced Electronics 2 has Chemical Science Pack as its only prerequisite, so when I research Chemical Science Pack, AE2 is available for research https://cdn.discordapp.com/attachments/306402592265732098/820616001745715200/unknown.png Then, when I disable the Chemical Science Pack research, AE2 is ...
- Thu Mar 11, 2021 11:20 am
- Forum: Ideas and Suggestions
- Topic: Reset individual mod settings button
- Replies: 5
- Views: 2695
Reset individual mod settings button
There is a reset settings button, which resets all the mod settings. It would be really helpful to have the option for resetting just a single mod's settings or even a single mod setting. The default values are not shown, so when I want to go back to defaults, I have to reset ALL the settings and th...
- Wed Mar 03, 2021 6:33 pm
- Forum: Modding interface requests
- Topic: Multi-line label won't show ... and tooltip if the text can't fit
- Replies: 0
- Views: 683
Multi-line label won't show ... and tooltip if the text can't fit
https://cdn.discordapp.com/attachments/306402592265732098/815354107249557574/unknown.png When using single_line labels, the text is shortened with ... and it has a tooltip of the entire text. However, when using a label with single_line set to false, the extra text is just cut off. (Note that it is...
- Sun Sep 15, 2019 11:04 am
- Forum: Implemented Suggestions
- Topic: Load Game as first menu entry
- Replies: 7
- Views: 3177
Re: Load Game as first menu entry
Well, if this ever becomes reality, there could be two buttons, one for the latest named save and one for the latest autosave, both only from worlds with the same mods as you have rn and showing name of the save, with preview on hover.
- Sat Jun 23, 2018 3:58 pm
- Forum: Texture Packs
- Topic: [REQUEST] Machines for my food-based mod
- Replies: 29
- Views: 15589
Re: [REQUEST] Machines for my food-based mod
His mod works in a very different system than my mod, but i think it would be possible to make some sort of bridge between the two mods. But I don't plan on continuing with this mod, so I am not going to do it. On the other hand you or somebody else can get in touch with him and you can make the bri...
- Thu Jun 21, 2018 2:55 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Super Late Game
- Replies: 1
- Views: 1681
Re: [MOD 0.16.x] Super Late Game
I posted a bug fix in the mod's discussion page:
https://mods.factorio.com/mod/Super-Lat ... 000991a78a
https://mods.factorio.com/mod/Super-Lat ... 000991a78a
- Fri Jun 08, 2018 1:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.42] Shift on layers of modules not scaled properly
- Replies: 2
- Views: 3527
Re: [kovarex] [0.16.42] Shift on layers of modules not scaled properly
You need to use version 0.1.4, because i worked around the issue in version 0.1.5.
can see it on all modules with at least one light on it
can see it on all modules with at least one light on it
- Mon Jun 04, 2018 1:55 pm
- Forum: Pending
- Topic: Moded furnaces reset every time a mod is updated
- Replies: 5
- Views: 2238
Re: Moded furnaces reset every time a mod is updated
Are you Investigating the Issue, or do you need more help?
- Fri Jun 01, 2018 9:51 pm
- Forum: Pending
- Topic: Moded furnaces reset every time a mod is updated
- Replies: 5
- Views: 2238
Re: Moded fornaces every time a mod is updated
You can just download the any version of the mod here
https://mods.factorio.com/mod/FoodIndustry/
https://mods.factorio.com/mod/FoodIndustry/
- Fri Jun 01, 2018 7:05 pm
- Forum: Pending
- Topic: Moded furnaces reset every time a mod is updated
- Replies: 5
- Views: 2238
Re: Moded furnaces every time a mod is updated
I'm the mod author and i know for sure I'm not doung anything special with the entities: { type = "furnace", name = "basic-farmland", icon = "__FoodIndustry__/graphics/icons/entities/basic-farmland.png", icon_size = 32, flags = {"placeable-neutral", "plac...
- Fri Jun 01, 2018 3:03 pm
- Forum: Pending
- Topic: Moded furnaces reset every time a mod is updated
- Replies: 5
- Views: 2238
Moded furnaces reset every time a mod is updated
My mod - Food Industry adds multiple new entities of type furnace. Every time the mod is updated, the recipe inside the entity is lost (but not the progress) How to reproduce: 0. Make sure you don't have the newest version of the mod 1. Use any furnace from the mod ie. Basic Farmland 2. Start some r...
- Mon May 28, 2018 4:10 am
- Forum: Modding help
- Topic: Damage player ignoring armor
- Replies: 3
- Views: 1421
Re: Damage player ignoring armor
Yep, I also figured that out. But i wanted to know if there was a better way. Thanks
- Wed May 23, 2018 6:29 pm
- Forum: Texture Packs
- Topic: [REQUEST] Machines for my food-based mod
- Replies: 29
- Views: 15589
Re: [REQUEST] Machines for my food-based mod
All the code sould be done now!
All that is left is the entity models and lots of testing.
All that is left is the entity models and lots of testing.
- Tue May 22, 2018 7:05 pm
- Forum: Texture Packs
- Topic: [REQUEST] Machines for my food-based mod
- Replies: 29
- Views: 15589
Re: [REQUEST] Machines for my food-based mod
Finally got wild plant generation working and I think I'm gonna need models for these too. Should I post another request, or keep it here?
- Tue May 22, 2018 5:40 pm
- Forum: Modding help
- Topic: Add new tree type
- Replies: 6
- Views: 2421
Re: Add new tree type
Thanks!
- Tue May 22, 2018 3:44 pm
- Forum: Modding help
- Topic: Add new tree type
- Replies: 6
- Views: 2421
Re: Add new tree type
I couldn't find anywhere what do all the values in the prefam mean. And I also don't quite understand all the autoplace values :/ AutoplaceSpecification Table with the following fields: sharpness :: double max_probability :: double placement_density :: uint richness_base :: double richness_multiplie...