Search found 725 matches

by Xorimuth
Tue Mar 25, 2025 12:22 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] Send-item-to-orbit research trigger empty in prototype explorer
Replies: 1
Views: 120

[boskid][2.0.42] Send-item-to-orbit research trigger empty in prototype explorer

See attached screenshots, taken in vanilla-base 2.0.42. "Research trigger" entry should not be empty for "Space science pack" technology. Same for biter-capture in SA.
Screenshot 2025-03-25 at 00.19.54.png
Screenshot 2025-03-25 at 00.19.54.png (2.34 MiB) Viewed 120 times
Screenshot 2025-03-25 at 00.19.35.png
Screenshot 2025-03-25 at 00.19.35.png (4.17 MiB) Viewed 120 times
by Xorimuth
Thu Mar 06, 2025 1:37 pm
Forum: Mod portal Discussion
Topic: "Built-in dependency" colour/tooltip overrides dependency-type colour/tooltip
Replies: 0
Views: 255

"Built-in dependency" colour/tooltip overrides dependency-type colour/tooltip

The special-treatment of 'official mods' works well when they are required dependencies [pic1 - Maraxsis ], but not when they are optional or incompatible [pic2 - Lunar Landings ].

The tooltip ("Required dependency", "Optional dependency", "Conflicting dependency") is always overridden to say ...
by Xorimuth
Wed Mar 05, 2025 5:39 pm
Forum: Pending
Topic: [2.0.32] Unable to open moving Spidertron via the map
Replies: 4
Views: 176

Re: [2.0.32] Unable to open moving Spidertron via the map

Kuse6 wrote: Wed Mar 05, 2025 2:21 pm Hello, thanks for your response.
I tried it again and found that it works, but usually on the fifth click. The Spidertron doesn't always open even when the yellow hitbox appears. Maybe it's just a skill issue.
Are you in multiplayer? If so, are you the host, or is there high latency?
by Xorimuth
Tue Mar 04, 2025 2:06 pm
Forum: Bug Reports
Topic: [2.0.38] defines.logistic_member_index is missing some values
Replies: 0
Views: 136

[2.0.38] defines.logistic_member_index is missing some values

https://lua-api.factorio.com/latest/defines.html#defines.logistic_member_index is missing some values.

Calling https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no ...
by Xorimuth
Wed Feb 12, 2025 11:09 pm
Forum: Modding help
Topic: Cargo wagon capacity
Replies: 4
Views: 281

Re: Cargo wagon capacity


When activating the quality_affects_inventory_size attribute, the cargo wagon capacity changes with the quality:

Screenshot 2025-02-12 at 14.48.59.png

which is returned in #wagon.get_inventory(defines.inventory.cargo_wagon) but the prototype still reports "40" as inventory size.


You can pass ...
by Xorimuth
Tue Feb 04, 2025 11:58 am
Forum: Releases
Topic: Version 2.0.33
Replies: 10
Views: 9969

Re: Version 2.0.33


"Added hatch count info to platform hub, landing pad and rocket silo."

What does this mean, hatched eggs just as a fun stat as a reminder of poor egg handling? :)


No, it is referring to cargo hatches, which are the ports that cargo pods go in and out of. It tells you how many hatches each ...
by Xorimuth
Tue Feb 04, 2025 11:54 am
Forum: Modding interface requests
Topic: Add tooltips to listbox items
Replies: 5
Views: 450

Re: Add tooltips to listbox items

Yes please. This is already possible for dropdowns in mod settings, but would be nice to have it ingame too :D
by Xorimuth
Wed Jan 29, 2025 3:13 pm
Forum: Modding help
Topic: "Noob" prototype "type checking" question
Replies: 13
Views: 766

Re: "Noob" prototype "type checking" question


Notably prototype.name is NOT the way (IMO) to check this since ideally code could handle any new prototype that was deepcopy()'d + extend()'d into the game's system with an alternate prototype name. Suppose (for example) the built-in prototype is "duck"
You'd need to be more precise. Is it of ...
by Xorimuth
Wed Jan 29, 2025 11:36 am
Forum: Ideas and Suggestions
Topic: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
Replies: 3
Views: 320

Re: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0

Have you tried using my Factory Search mod to find legacy rails (using Entity search mode)? I'm not 100% sure it would work as it does try to intelligently link entities that are placed by the same item, so I think search results would include all rails, but I think the results would still be ...
by Xorimuth
Wed Jan 29, 2025 11:32 am
Forum: Development tools
Topic: Looking for Code to resolve noise expressions
Replies: 1
Views: 302

Re: Looking for Code to resolve noise expressions


Hello @Devs:
could you share the code which you use to resolve noise expressions? Like that every named noise expression/function and their local expressions and functions are replaced by their actual expression, so that only built-in constants and functions remain.
I need this to replace all ...
by Xorimuth
Wed Jan 29, 2025 11:23 am
Forum: Modding help
Topic: "Noob" prototype "type checking" question
Replies: 13
Views: 766

Re: "Noob" prototype "type checking" question

2. What happens if another mod deepcopy's an existing prototype (that I care about), adds a custom thing with the same/similar behavior, etc. And maybe I still want my logic to try to handle that "inheriting" prototype? I assume anything that's deepcopy()'d still has a duplicate of the original ...
by Xorimuth
Wed Jan 29, 2025 11:02 am
Forum: Gameplay Help
Topic: Unable to select and area on Mac.
Replies: 2
Views: 237

Re: Unable to select and area on Mac.

I have come to a point where continuing the game is only fun if I get this option to work, for various obvious reasons.
What are the obvious reasons? I don't understand what you mean.
by Xorimuth
Wed Jan 29, 2025 11:00 am
Forum: Modding help
Topic: Retrieving Entity Icons. How?
Replies: 3
Views: 265

Re: Retrieving Entity Icons. How?


QwenLM helped me.
First: not `defines`, just `prototypes`
Second: not icons but sprites

for type, count in pairs(count_selection_entities(entities))
do
local prototype = prototypes['entity'][type]
if prototype ~= nil
then
local sprite = "entity/" .. type
end
end


Looks like you mostly ...
by Xorimuth
Wed Jan 29, 2025 10:41 am
Forum: Ideas and Suggestions
Topic: Factory information is off screen.
Replies: 7
Views: 672

Re: Factory information is off screen.



Uncheck this:

EntityTooltips.png


That's a good solution. I have tried several and everything shows up in screen.
Thank you.


Another option is that you can uncheck that and set the "Tooltip delay" (or "Entity tooltip delay", I forget) slider to "Never" (all the way to the right). Then the ...
by Xorimuth
Tue Jan 28, 2025 12:17 pm
Forum: Modding help
Topic: Change rocket_lift_weight
Replies: 1
Views: 476

Re: Change rocket_lift_weight


Hi folks,

I'm trying to make rocket bringing more items to my ISS, so I find a way to increase its lifting weight. I scan through lua-api factorio and found an interesting constant: rocket_lift_weight . It's in core/prototypes/utility-constants.lua , line 507. I change the value by add a 0 at the ...
by Xorimuth
Tue Jan 28, 2025 12:07 pm
Forum: Modding interface requests
Topic: localised description for shortcuts
Replies: 7
Views: 379

Re: localised description for shortcuts

+1

Specifically I'd like to be able to alter the description of the Spidertron Remote shortcut. Currently it is hardcoded, and I can sort of override it by re-defining the locale key of one of the bullet points but
a) that looks a bit weird as I can only alter text of existing bullet points, not ...
by Xorimuth
Fri Jan 24, 2025 2:51 pm
Forum: Duplicates
Topic: [2.0.32] Mod name colour is incorrect when highlight moves after update
Replies: 1
Views: 161

[2.0.32] Mod name colour is incorrect when highlight moves after update

To reproduce:
- Go to Mods > Updates
- Click on a mod name to highlight it (observe that the text colour goes from white/gray to black
- Click "Update"
- Observe that the mod you clicked on has been removed from the list, and the highlighted row has moved to the following mod
- Observe that the now ...
by Xorimuth
Mon Jan 06, 2025 11:35 pm
Forum: Modding help
Topic: help with a mod
Replies: 4
Views: 405

Re: help with a mod


in version 2.0 what changed "game.entity prototypes"

How can I get prototypes


I wrote a porting guide which will help you answer these questions: https://github.com/tburrows13/factorio-2.0-mod-porting-guide

Specifically, try Control+F searching for "entity_prototypes" in https://github.com ...
by Xorimuth
Tue Dec 17, 2024 1:27 pm
Forum: Technical Help
Topic: Help figuring out why gamespeed is low
Replies: 6
Views: 578

Re: Help figuring out why gamespeed is low

In case you hadn’t realised, SegmentedUnits are exclusively Demolishers on Vulcanus

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