Search found 18 matches
- Fri Aug 04, 2023 12:47 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 278464
Re: Stations & other LTN based designs
please upload 2023 save file with some advanced functionality
- Tue Jun 15, 2021 11:12 am
- Forum: Modding help
- Topic: resource category
- Replies: 5
- Views: 2226
Re: resource category
Thanks you. How people figure out the syntax is beyond me.. I looked at api factorio and found it, then proceeded trying: entity.prototype.resource-category entity.prototype.resource.prototype entity.resource.category and so on but ofcourse couldn't get it to work this worked for me: for _, resource...
- Mon Jun 14, 2021 8:37 am
- Forum: Modding help
- Topic: resource category
- Replies: 5
- Views: 2226
Re: resource category
thanks for reply but im sorry, turns out i need that category check inside control.lua stage.. is it even possible?
- Mon Jun 14, 2021 5:50 am
- Forum: Modding help
- Topic: resource category
- Replies: 5
- Views: 2226
resource category
Hello, trying to get this to work in data-final stage :
if not data.raw.resource.category == "basic-fluid" then
want to do some operations on all resources except OIL/all fluid ones
could someone correct above statement, i cant get it to work
if not data.raw.resource.category == "basic-fluid" then
want to do some operations on all resources except OIL/all fluid ones
could someone correct above statement, i cant get it to work
- Sun Mar 07, 2021 9:52 am
- Forum: Modding help
- Topic: electric/powered void chest
- Replies: 2
- Views: 1058
Re: electric/powered void chest
hehe that was my plan B
but voidchest uses 0ups since it just integrared in the game and doesnt relay on recipes
but yea thanks
but voidchest uses 0ups since it just integrared in the game and doesnt relay on recipes
but yea thanks
- Fri Mar 05, 2021 5:53 pm
- Forum: Modding help
- Topic: electric/powered void chest
- Replies: 2
- Views: 1058
electric/powered void chest
void chest like in 'VoidChestPlus' but powered?
since its entity type chest you would need to use scripts to make it possible?
since its entity type chest you would need to use scripts to make it possible?
- Fri Mar 05, 2021 1:13 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1530775
Re: Development and Discussion
will do
- Thu Mar 04, 2021 7:30 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1530775
Re: Development and Discussion
hello, quick question
Since Angel Industries components are in beta and tech overhoul is in alpha stages, IS IT PLAYABLE THOUGH?
Is it safe to start playthrough with these 2 options enabled?
Since Angel Industries components are in beta and tech overhoul is in alpha stages, IS IT PLAYABLE THOUGH?
Is it safe to start playthrough with these 2 options enabled?
- Fri Feb 05, 2021 11:22 pm
- Forum: Mods
- Topic: [mod 1.1] NPUtils_LITEv2
- Replies: 0
- Views: 2144
[mod 1.1] NPUtils_LITEv2
wasn't sure if i ever release it, but here it goes: https://i.ibb.co/n8tZMk6/pic1.png Introduction The beginning, started with tweaking NPUtils to make it smaller, only leave what i though is useful. To balance it even more then to make it compatible with every big mod there is. Then shifted focus,...
- Fri Feb 05, 2021 3:14 pm
- Forum: Modding help
- Topic: if mod in the control stage?
- Replies: 4
- Views: 1531
Re: if mod in the control stage?
if game.active_mods["mod-name"] then game.active_mods will be available only when loading the game has completed, but you may want to access the mod list before that (i.e. while on_load is active). Querying script.active_mods is more versatile (it's available right after control.lua has b...
- Fri Feb 05, 2021 3:11 pm
- Forum: Modding help
- Topic: if mod in the control stage?
- Replies: 4
- Views: 1531
Re: if mod in the control stage?
when loading a map this pops up:
attempt to index global 'game' a nil value
- Fri Feb 05, 2021 2:46 pm
- Forum: Modding help
- Topic: if mod in the control stage?
- Replies: 4
- Views: 1531
if mod in the control stage?
possible to check if mod exist inside control.lua
cause this doesnt do it:
if mods[" "] then
cause this doesnt do it:
if mods[" "] then
- Wed Feb 03, 2021 10:23 pm
- Forum: Ideas and Requests For Mods
- Topic: MAP marker anywhere
- Replies: 4
- Views: 1690
Re: GUI back to right side; MAP marker anywhere;
what if instead of mod i edit game file for private use only? could that work Well, yeah, if you have some experience with debugging and disassembling it would work... But in that case you wouldn't ask, probably. And, please, turn off crash log uploading if you go that way. Don't spam devs with cra...
- Wed Feb 03, 2021 4:06 pm
- Forum: Ideas and Requests For Mods
- Topic: MAP marker anywhere
- Replies: 4
- Views: 1690
Re: GUI back to right side; MAP marker anywhere;
what if instead of mod i edit game file for private use only? could that work
- Wed Feb 03, 2021 1:03 pm
- Forum: Ideas and Requests For Mods
- Topic: MAP marker anywhere
- Replies: 4
- Views: 1690
MAP marker anywhere
Hello! as in title
MAP marker anywhere, even in undiscovered areas
MAP marker anywhere, even in undiscovered areas
- Thu May 23, 2019 3:44 pm
- Forum: Technical Help
- Topic: custom colors in Server Description
- Replies: 1
- Views: 1948
custom colors in Server Description
Hi
anybody have idea how servers have colored font description and custom factorio icons in the name?
Also how to have it so there is nice tabulators or new lines in the server description since just pressing enter adding that line like normal in the server settings file doesn't seem to work
anybody have idea how servers have colored font description and custom factorio icons in the name?
Also how to have it so there is nice tabulators or new lines in the server description since just pressing enter adding that line like normal in the server settings file doesn't seem to work
- Thu Aug 23, 2018 3:29 am
- Forum: Modding help
- Topic: [solved]works but ITS BUGGED only few lines
- Replies: 2
- Views: 1375
Re: works but ITS BUGGED only few lines
amazing, works now thank you
- Wed Aug 22, 2018 12:23 pm
- Forum: Modding help
- Topic: [solved]works but ITS BUGGED only few lines
- Replies: 2
- Views: 1375
[solved]works but ITS BUGGED only few lines
anybody understands this?? i cant figure it out but almost got it! This one when building anything it makes sure that the item don't get used. PROBLEM? it works but when placing blueprints, it will for some reason give to the main inventory 12 empty blueprints. everytime... script.on_event(defines.e...