There have been some complaints in the discord about how difficult it is to see how improved a quality vehicle's guns are. The guns are hidden, so the only way to access it is to alt-click on a placed vehicle's inventory.
The property "hidden_in_factoripedia" already exist to accommodate such ...
Search found 16 matches
- Sat Nov 02, 2024 3:37 pm
- Forum: Ideas and Suggestions
- Topic: Show vehicle's guns in Factoripedia
- Replies: 0
- Views: 90
- Wed Dec 07, 2022 6:59 am
- Forum: Not a bug
- Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
- Replies: 3
- Views: 1258
[1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
What happened?
Combat robots do not have a collision mask defined, which makes them immune to all damage that is not a direct homing attack. This includes explosive damage from grenades, explosive rockets, explosive cannon shells, artillery. Projectiles that do not home in also do not collide with ...
Combat robots do not have a collision mask defined, which makes them immune to all damage that is not a direct homing attack. This includes explosive damage from grenades, explosive rockets, explosive cannon shells, artillery. Projectiles that do not home in also do not collide with ...
- Wed May 05, 2021 8:29 am
- Forum: Not a bug
- Topic: [1.1.33]Rocket silo treats one recipe craft as one rocket part instead of using one output item
- Replies: 1
- Views: 1157
[1.1.33]Rocket silo treats one recipe craft as one rocket part instead of using one output item
A rocket silo recipe that outputs more than 1 rocket part per recipe only gets counted as one rocket part for rocket progress, as if recipe completion is what really matters as opposed to the output item count.
A mod and a save on the attachments demonstrate the issue.
A mod and a save on the attachments demonstrate the issue.
- Wed Nov 04, 2020 1:24 pm
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 2859
Re: Add fluid system number read to LuaFluidBox
That function should be enough to check for connectivity, yes. Thanks.
edit: isn't the content of a fluidbox returned from the operator [] just the fluid data? how do you get the reference for the two separate fluidboxes for the parameters, then?
edit: isn't the content of a fluidbox returned from the operator [] just the fluid data? how do you get the reference for the two separate fluidboxes for the parameters, then?
- Wed Nov 04, 2020 1:14 pm
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 2859
Add fluid system number read to LuaFluidBox
The fluid system number looks very useful to tell whether two fluidboxes are connected to each other without snaking over every pipe segment in-between. The game is already keeping track of it and showing it on the debug tooltip, why not put a getter function to the Lua object? Something like ...
- Sat Oct 26, 2019 7:45 am
- Forum: Implemented mod requests
- Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
- Replies: 9
- Views: 3472
Re: Add catalyst_amount to LuaRecipePrototype ingredients/products
I just found out that this issue existed, and thankfully got pointed to this thread. It does seem wasteful to not have the catalyst data in LuaRecipePrototype.
- Mon Apr 22, 2019 6:04 am
- Forum: Modding interface requests
- Topic: Expose burner fluidbox
- Replies: 1
- Views: 1041
Expose burner fluidbox
It doesn't look like I can access a burner's fluidbox anywhere within an entity. Bob's oil boilers reports 2 fluidboxes, not 3.
- Sun Apr 14, 2019 12:46 pm
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 3412
Re: Reimplement fluid flow parameters for .17
I'm not saying completely block the player from doing so, just discourage it by needing pumps everywhere to move it. The simplest way to use it would then be to place the generator directly on the fluid producer, which is what I want. Other ways to move that fluid is not a dealbreaker, as long as it ...
- Sat Apr 13, 2019 1:26 pm
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 3412
Reimplement fluid flow parameters for .17
Fluid flow parameters were removed as part of the new fluid system update, but as it's not fully implemented yet, is it possible to bring it back for .17?
I want to make a power system that does not use hidden entities but discourages transport of the powered fluid. I'd assume making the fluid flow ...
I want to make a power system that does not use hidden entities but discourages transport of the powered fluid. I'd assume making the fluid flow ...
- Mon Mar 11, 2019 8:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
- Replies: 21
- Views: 15356
Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
That said, can modded fluids still use these properties in the prototypes in .17.X, or are these variables entirely removed from prototype declarations?Dominik wrote: Fri Mar 08, 2019 10:28 am These values remain the same, they have only moved from the prototype into code. So this is not the reason.
- Mon Mar 04, 2019 8:17 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 260264
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
Updating from 2.0.3 to 2.0.4 gives me this error on startup: 5.371 Error ModManager.cpp:1283: Failed to load mod "deadlock-beltboxes-loaders": __deadlock-beltboxes-loaders__/data.lua:8: __deadlock-beltboxes-loaders__/prototypes/vanilla_tiers.lua:42: attempt to index field 'deadlock-stacking-2' (a ...
- Sun Mar 03, 2019 9:17 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 116192
Re: [MOD 0.16] LTN Tracker
I got a crash on clicking the the main GUI button to close the GUI.
1045.337 Error MainLoop.cpp:1092: Exception at tick 28642: The mod LTN Tracker caused a non-recoverable error.
Please report this error to the mod author.
Error while running event LTN_Tracker::on_gui_click (ID 1)
The mod Unit ...
1045.337 Error MainLoop.cpp:1092: Exception at tick 28642: The mod LTN Tracker caused a non-recoverable error.
Please report this error to the mod author.
Error while running event LTN_Tracker::on_gui_click (ID 1)
The mod Unit ...
- Sun Mar 03, 2019 8:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Crash when changing tabs during updating mods
- Replies: 2
- Views: 1217
[0.17.4] Crash when changing tabs during updating mods
I was in the process of updating mods. I changed tabs, and downloaded Deadlock's Loaders. While that hasn't finished yet, I changed to Update tab to see the progress of updates. I was greeted with this:
https://cdn.discordapp.com/attachments/139677590393716737/551674811705851914/unknown.png ...
https://cdn.discordapp.com/attachments/139677590393716737/551674811705851914/unknown.png ...
- Fri Jan 25, 2019 6:51 am
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 183
- Views: 171964
Re: Free service to run your server: Factorio Zone
Hi, how about uploading mod settings?
- Sun Aug 12, 2018 3:12 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 379995
Re: [0.16.x] Bob's Mods: General Discussion
Hi, Bob, I'm not that sure Zelos has contacted you about this (beat him if he hasn't), but Omnicompression and Omnifluid can't handle the 1015 degrees steam.
- Sun May 20, 2018 3:43 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 375799
Re: [MOD 0.13.17+] Rampant - 0.16.26
It means people who don't subscribe to the experimental version would have their biters deleted when they update.