Search found 259 matches
- Sun May 04, 2025 1:45 pm
- Forum: Modding help
- Topic: Fixing outdated mods with a local mod?
- Replies: 1
- Views: 127
Re: Fixing outdated mods with a local mod?
You need to override all filenames in the data table where the missing files occur.
- Thu Apr 17, 2025 8:19 am
- Forum: Modding help
- Topic: Need help on coding problem
- Replies: 3
- Views: 210
Re: Need help on coding problem
Why second thread? viewtopic.php?t=128185
- Tue Apr 15, 2025 7:00 pm
- Forum: Modding help
- Topic: Seeking help with modding with circuit signals
- Replies: 3
- Views: 141
Re: Seeking help with modding with circuit signals
No, there is no internal connection between that gui and that entity
- Tue Apr 15, 2025 6:36 pm
- Forum: Modding help
- Topic: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
- Replies: 1
- Views: 117
Re: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
For one of the ingredients, the "amount" field is not present. You need to make sure it is.
- Tue Apr 15, 2025 6:29 pm
- Forum: Modding help
- Topic: Seeking help with modding with circuit signals
- Replies: 3
- Views: 141
Re: Seeking help with modding with circuit signals
You can stick custom GUIs to entity GUIs. Then just add a checkbox with tags, whose contents are the unit numer. Listen to the on_checkbox_checked event and read the tags, then you have your number
- Wed Apr 09, 2025 2:57 pm
- Forum: Assigned
- Topic: [Genhis][2.0.44] math2d.vector.to_orientation inconsequent value for west direction
- Replies: 0
- Views: 152
[Genhis][2.0.44] math2d.vector.to_orientation inconsequent value for west direction
math2d.vector.to_orientation returns -0.25 for a vector pointing west instead of 0.75, which should be the output to be consequent with all orientation values between 0 and 1.
- Tue Mar 25, 2025 11:11 am
- Forum: Modding help
- Topic: I want to replace some images
- Replies: 1
- Views: 171
Re: I want to replace some images
I don't see where you are writing the modified values into the data.raw table
- Tue Mar 25, 2025 11:07 am
- Forum: Modding help
- Topic: How to controllall enemies
- Replies: 2
- Views: 166
Re: How to controllall enemies
Did you have a look into the SE code how it's done?
- Mon Mar 24, 2025 10:01 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] util.rotateposition bug
- Replies: 1
- Views: 958
[boskid] util.rotateposition bug
util.rotate_position() has unintended behaviour. When rotating the vector {0, -4} (whch is pointing north) to 0.25 (east), I'd expect the result being {4, 0}, but it is returning {-4, 0}.
I think the problem might be due to the inverted y axis. When assuming cartesian coordinates where y values ...
I think the problem might be due to the inverted y axis. When assuming cartesian coordinates where y values ...
- Tue Mar 18, 2025 12:47 pm
- Forum: Modding help
- Topic: Recipe Set Event Handler
- Replies: 2
- Views: 580
Re: Recipe Set Event Handler
That's been already discussed: viewtopic.php?t=61339
But you can ask there if they could implement it now, since circuits are able to set the recipe
But you can ask there if they could implement it now, since circuits are able to set the recipe
- Sat Mar 15, 2025 9:20 pm
- Forum: Modding help
- Topic: Designate allowed building area
- Replies: 5
- Views: 343
Re: Designate allowed building area
You can draw a color tint on this certain area using rendering
- Wed Mar 12, 2025 11:34 am
- Forum: Not a bug
- Topic: [2.0.39] Placing non-minable tiles does not erase hidden tiles
- Replies: 1
- Views: 255
[2.0.39] Placing non-minable tiles does not erase hidden tiles
Placing a non-mineable tile will erase hidden and double hidden tiles
that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles".
/c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}})
/c game.player.surface.set_hidden_tile({0 ...
that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles".
/c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}})
/c game.player.surface.set_hidden_tile({0 ...
- Mon Feb 24, 2025 11:08 am
- Forum: Modding help
- Topic: Change map_gen_settings based on position
- Replies: 8
- Views: 636
Re: Change map_gen_settings based on position
They do.pelocammelo wrote: Mon Feb 24, 2025 8:32 am but I don't think the prototypes in nauvis auto_settings match the prototypes in data.raw. Any ideas how could I solve this?
And why using your own noise_multiply function? it should work by simply multiplying the two operands in probabilty_expression
- Fri Feb 21, 2025 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be ignored
- Replies: 3
- Views: 632
Re: [Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be igno
Thats quite simple. "entity:stone:richness" or ":probability" is unknown if stone is not defined in map_gen_settings.autoplace_settings.entity. This applies for all autoplaceable entities.
- Sat Feb 15, 2025 12:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be ignored
- Replies: 3
- Views: 632
[Genhis][2.0.34] calculate_tile_properties crashes with "Unknown variable" - but the doc says it should just be ignored
When calcualting a property with calculate_tile_properties that does not exist on the surface, it throws an "Unkown variable" error. But in the docs it says that unknwon variables will just be ignored: https://lua-api.factorio.com/latest/cla ... properties
- Sun Feb 09, 2025 9:16 am
- Forum: Modding help
- Topic: Change map_gen_settings based on position
- Replies: 8
- Views: 636
Re: Change map_gen_settings based on position
Just create one or more expressions that return 1 in a specific (circular) area and 0 everywhere else. Then multiply this with the entity/tile specific expression
- Fri Feb 07, 2025 10:53 am
- Forum: Modding help
- Topic: Change map_gen_settings based on position
- Replies: 8
- Views: 636
Re: Change map_gen_settings based on position
You would need to create your own noise expressions for that
- Thu Feb 06, 2025 2:33 pm
- Forum: Modding discussion
- Topic: [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mods?
- Replies: 3
- Views: 564
Re: [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mo
I think that is a good idea, if it works out...as a mod dev who also want modded entities look like the game style, but without graphical skills to create them, I'd definitely use it
- Thu Feb 06, 2025 1:52 pm
- Forum: Modding help
- Topic: May I ask how to clean items held by a robotic arm
- Replies: 4
- Views: 317
- Fri Jan 31, 2025 5:04 pm
- Forum: Modding interface requests
- Topic: Flip sprites
- Replies: 2
- Views: 188
Flip sprites
What about adding the ability to flip/mirror sprites in https://lua-api.factorio.com/latest/cla ... raw_sprite?