Search found 412 matches
- Fri May 27, 2022 1:50 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 223
- Views: 24790
Re: Small documentation improvement requests
I've been informed that most commands that raise events now state that (e.g. https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.clear_selected_entity). Here's a few that are missing this information: on_player_driving_changed_state: https://lua-api.factorio.com/latest/LuaControl.html#Lua...
- Mon May 23, 2022 5:36 pm
- Forum: Modding interface requests
- Topic: Localhost TCP/IP Server for Modding
- Replies: 2
- Views: 76
Re: Localhost TCP/IP Server for Modding
Such mods already exist using the RCON API for sending data into the game and write_file for getting it out (see clusterio as well).
- Mon May 23, 2022 4:24 am
- Forum: Bug Reports
- Topic: [1.1.59] Circular dependency error doesn't list all mods
- Replies: 2
- Views: 239
- Sun May 22, 2022 4:27 pm
- Forum: Bug Reports
- Topic: [1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles
- Replies: 0
- Views: 65
[1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles
`collision_mask_util.get_first_unused_layer()` doesn’t check for collision masks only used by tiles. If I use it and only assign it to tiles then the next mod that uses it will be given the same layer that I just used. This obviously causes all sorts of problems and is quite hard to diagnose (in my ...
- Sat May 21, 2022 11:57 pm
- Forum: Won't implement
- Topic: Allow mods to default custom presets
- Replies: 4
- Views: 548
Re: Allow mods to default custom presets
+1 Map Gen Presets are part of the intended experience for overhaul mods and not being able to change the default settings seems very strange. Currently you just have hacks like in Space Exploration where it prints "You haven't selected the Space Exploration preset" in the console if you d...
- Thu May 19, 2022 10:17 pm
- Forum: Mod portal Discussion
- Topic: 1.1 search returning a 0.18 mod
- Replies: 2
- Views: 124
1.1 search returning a 0.18 mod
The following search returns a 0.18 mod even though it is specified to be searching v1.1: https://mods.factorio.com/query/realist ... ersion=1.1
- Thu May 19, 2022 9:46 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to enable filter on chest slots
- Replies: 16
- Views: 769
Re: Can such module function be realized?
I did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose. https://mods.factorio.com/mod/shipping-containers Can I give you a suggestion? Can the following information be hidde...
- Thu May 19, 2022 1:56 am
- Forum: Won't implement
- Topic: ElectricPole supply_area_position
- Replies: 1
- Views: 86
ElectricPole supply_area_position
For my mod Power Overload I'd like to add an ElectricPole entity that can only attach to machines on one side. Currently a pole's supply area most be a square at its centre, so instead of shifting that, I've been shifting the pole's collision box, graphics, etc. Unfortunately, a collision box must i...
- Tue May 17, 2022 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 887
Re: Unified Statistics Panel
You definitely can’t (viewtopic.php?t=76539). I assume ssilk means map as in the world.
- Tue May 17, 2022 11:34 am
- Forum: Modding help
- Topic: Secondary "Power" Grid
- Replies: 8
- Views: 290
Re: Secondary "Power" Grid
The only problem now is that this doesn't prevent powering plasma machines with electricity. Another option is to disable your plasma machines when they touch a normal electric pole's coverage, similar to SE's beacon overload system, also mimicked by Beacon Rebalance . You could make it part of the...
- Tue May 17, 2022 9:58 am
- Forum: Modding help
- Topic: Secondary "Power" Grid
- Replies: 8
- Views: 290
Re: Secondary "Power" Grid
Hey, I'm the author of another power overhaul mod (Power Overload) so I've thought about these things a bit. Here's what I'd suggest for your secondary power grid: Automatically disconnect electric poles from plasma poles whenever they are placed, using a method similar to https://github.com/tburrow...
- Mon May 16, 2022 10:51 pm
- Forum: Bug Reports
- Topic: [1.1.59] Circular dependency error doesn't list all mods
- Replies: 2
- Views: 239
[1.1.59] Circular dependency error doesn't list all mods
There's currently a circular dependency issue between Krastorio2 , Space Exploration Postprocess , and Spidertron Tiers which means that all 3 cannot be loaded simultaneously. This is causing many people to seek help on K2 and SE discord servers because there's no indication that Spidertron Tiers is...
- Mon May 16, 2022 4:10 pm
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 8772
Re: [MOD 1.0+] Larger Lamps
Have you thought about adding integration in the form of a recipe change for glass? I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps). Agreed - I'll submit a change to AAI for this ...
- Sun May 15, 2022 3:54 am
- Forum: Modding help
- Topic: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
- Replies: 4
- Views: 175
Re: Make an entity unplaceable on stone path/concrete/refined concrete/etc?
Yes, see Klonan’s transport drones for a path tile that you can’t place any other entity on, just using collision masks.
- Sat May 14, 2022 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 4333
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
https://mods.factorio.com/mod/CursorEnhancements allows you to shift-scroll through tiles if you have them already crafted.
- Fri May 13, 2022 7:47 am
- Forum: Ideas and Suggestions
- Topic: [0.15.1] Improvements to the mod options
- Replies: 15
- Views: 1131
Re: [0.15.1] Improvements to the mod options
Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though. My reasoning for using colors in the setting names was that players can see at a glance what the setting's default value, without having to move the cursor to show the ...
- Fri May 13, 2022 6:09 am
- Forum: Ideas and Suggestions
- Topic: [0.15.1] Improvements to the mod options
- Replies: 15
- Views: 1131
- Fri May 13, 2022 6:07 am
- Forum: Ideas and Requests For Mods
- Topic: Coloring Cars (And other entities) Similar to Trains
- Replies: 3
- Views: 95
Re: Coloring Cars (And other entities) Similar to Trains
This almost certainly isn't possible with the current API, you'd have to request the devs to add it.
Similar-ish request: viewtopic.php?f=28&t=97238
Similar-ish request: viewtopic.php?f=28&t=97238
- Tue May 10, 2022 8:08 pm
- Forum: Modding help
- Topic: How to get the translation?
- Replies: 19
- Views: 504
Re: How to get the translation?
Note that you can use flib's set_use_local_storage to avoid storing anything in global (I think) but at the expense of needing to regenerate the dictionary every load (generating the dictionary causes quite large network traffic in multiplayer).
- Tue May 10, 2022 6:36 pm
- Forum: Modding help
- Topic: How to get the translation?
- Replies: 19
- Views: 504
Re: How to get the translation?
You're right I haven't said why I'm doing all this. I want to create a dictionary from which to filter a word (or fragment of a word) in the translations. Yes, that's what I'm looking for, but that MOD uses a library that I don't understand, and I have tried to understand it. Fair enough - though I...