Search found 175 matches

by Natha
Sat Mar 30, 2024 8:17 am
Forum: Technical Help
Topic: [1.1.103] Error updating to 1.1.104
Replies: 8
Views: 769

Re: [1.1.103] Error updating to 1.1.104

This error now occured every time I wanted to update Factorio (currently 1.1.106). Had to download each vesion manually. I'm using ZIP version.
Every time, it was another file containing unexpected contents.
by Natha
Sat Mar 30, 2024 8:03 am
Forum: Combinator Creations
Topic: Liquid level regulator
Replies: 9
Views: 577

Re: Liquid level regulator

This type of circuit you created is called "Schmitt trigger".
by Natha
Thu Mar 28, 2024 1:54 pm
Forum: Modding discussion
Topic: How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
Replies: 0
Views: 116

How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage

What is the difference between LuaEntityPrototype::max_energy_usage and LuaEntityPrototype::energy_usage for "normal" consumer entities? They return the same value, which is the maximum power consumption (in W) - drain and divided by 60 (result is Joules per tick). When calling LuaEntity::...
by Natha
Tue Feb 06, 2024 9:15 am
Forum: Modding interface requests
Topic: Allow event for a cliff being destroyed
Replies: 2
Views: 773

Re: Allow event for a cliff being destroyed

What you also could do is to add a script trigger event to the capsule: table.insert(data.raw.projectile["cliff-explosives"].action[1].action_delivery.target_effects, { type = "script", effect_id = "cliff-explosives" }) And then use the event: script.on_event(defines.ev...
by Natha
Sat Feb 03, 2024 7:14 am
Forum: Technical Help
Topic: [1.1.103] Error updating to 1.1.104
Replies: 8
Views: 769

Re: [1.1.103] Error updating to 1.1.104

I have a similar error (I downloaded 103 as ZIP):
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content


Can't attach the file as it says invalid file extension.
by Natha
Fri Jan 26, 2024 9:10 am
Forum: Multiplayer
Topic: Learn-a-Language Special (Ft. Factorio) [GER]
Replies: 8
Views: 614

Re: Learn-a-Language Special (Ft. Factorio) [GER]

It's also probably a good idea to set a concrete goal/expectation so we know what we're looking at going in. Something like 'We'd play for four hours a week, for 8 weeks', but that's probably easier to organize over a call. I wouldn't go for such a time-related goal, maybe even not for a game-relat...
by Natha
Wed Jan 24, 2024 7:08 pm
Forum: Multiplayer
Topic: Learn-a-Language Special (Ft. Factorio) [GER]
Replies: 8
Views: 614

Re: Learn-a-Language Special (Ft. Factorio) [GER]

This is a great idea and I would offer myself, but you have to consider timezones. Australia is 8-10 hours later than germany, so when I'm home from work you'll be asleep already, if you don't want to play your whole night :shock: Weekend are the only possible days when playing in your afternoon and...
by Natha
Fri Jan 19, 2024 11:20 am
Forum: Modding help
Topic: create surface with specific pollution settings
Replies: 1
Views: 172

create surface with specific pollution settings

When I create a new surface using pollution settings, they are not applied. I want to have a diffusion by 0, but whatever I change in these values the spreading is the same. local surface_map_settings = { pollution={ enabled = true, diffusion_ratio = 0, min_to_diffuse = 15, ageing = 0.1, expected_ma...
by Natha
Tue Jan 16, 2024 8:40 pm
Forum: Mods
Topic: [1.1] Subsurface
Replies: 0
Views: 212

[1.1] Subsurface

This aims to be a complete rewrite of the old mod (https://forums.factorio.com/viewtopic.php?t=19178 by StanFear) to the new versions of Factorio. Mod portal link: https://mods.factorio.com/mod/Subsurface It is in a working state containing player, item and fluid elevators as well as power and circu...
by Natha
Mon Jan 08, 2024 8:21 am
Forum: Questions, reviews and ratings
Topic: Ingredient tree mod?
Replies: 3
Views: 419

Ingredient tree mod?

Hello, is there a mod which lets me see all ingredient for a specific item and amount that goes as deep as I want? For example: I want to know which and how much items I need for 100 green science packs. That would be 100 belts and 100 inserters. My factory already produces belts, so I dont want to ...
by Natha
Sun Dec 31, 2023 11:00 am
Forum: Resolved Requests
Topic: [1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
Replies: 3
Views: 527

[1.1] on_pre_ghost_deconstructed fires on item-requester-proxy

The event on_pre_ghost_deconstructed (and maybe on_pre_ghost_upgraded too) also fires if you deconstruct an item request proxy. That causes errors like: Error while running event **::on_pre_ghost_deconstructed (ID 96) Entity is not ghost. which is nothing you expect on events that are for ghosts. If...
by Natha
Sun Dec 31, 2023 10:53 am
Forum: Mods
Topic: [Mod] Get your circuit wires back
Replies: 5
Views: 1556

Re: [Mod] Get your circuit wires back

FuryoftheStars wrote:
Wed Nov 29, 2023 11:45 pm
Yeah, I like this mod. I hope it's still possible to do after 2.0.
I think so, I already prepared some stuff.
by Natha
Mon Oct 23, 2023 9:11 am
Forum: Resolved Problems and Bugs
Topic: [1.1.89+] disconnect_neighbour on power switches
Replies: 1
Views: 888

[1.1.89+] disconnect_neighbour on power switches

In 1.1.89, LuaEntity::copper_connection_definitions (support for distinguishing between left and right side of a power switch) was added but I don't know if it relates here: Using disconnect_neighbour on an electric pole which is connected to the right side of a power switch does not work (WireConne...
by Natha
Wed Aug 31, 2022 11:18 am
Forum: Implemented mod requests
Topic: connect_neighbour and disconnect_neighbour for Power Switch
Replies: 4
Views: 1932

Re: connect_neighbour and disconnect_neighbour for Power Switch

I have a question related to this topic.

How can you read the copper connections of a power switch? When using "circuit_connection_definitions", it gives you all connected poles but not which side of the switch (just -1 for source_circuit_id and target_circuit_id).
by Natha
Wed Aug 31, 2022 8:30 am
Forum: Resolved Problems and Bugs
Topic: Event filters: on_pre_ghost_deconstructed and on_pre_ghost_upgraded
Replies: 1
Views: 1817

Event filters: on_pre_ghost_deconstructed and on_pre_ghost_upgraded

The filters for both events seem not to work properly. I tried the "circuit-network-connectable" and "rail" filter, which didn't work, but the "ghost_type" filter works. Since these are events which are only applied on ghosts, the "ghost", "ghost_name&quo...
by Natha
Sat Aug 20, 2022 3:04 pm
Forum: Mods
Topic: [Mod] Train stop with multiple names
Replies: 0
Views: 638

[Mod] Train stop with multiple names

Ever wanted one train stop to handle different trains differently? You could do this by operate the inserters dependent on train ID, but when it comes to disable the stop for different trains, this will not work. You also could use LTN but this is not for everyone and every usecase. What does this ...
by Natha
Tue May 10, 2022 8:22 am
Forum: Not a bug
Topic: LuaEntity.circuit_connected_entities is 0 when fast replacing
Replies: 1
Views: 824

LuaEntity.circuit_connected_entities is 0 when fast replacing

When accessing LuaEntity.circuit_connected_entities.red/green or LuaEntity.circuit_connection_definitions in on_robot_mined_entity and on_pre_player_mined_item, the arrays of both are empty, but ONLY in case the player is fast replacing or the robot is upgrading this entity. In other cases (mining a...
by Natha
Mon Apr 18, 2022 5:18 pm
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 76583

Re: [MOD 1.1] Oxygen

I made another update to implement suggestions and fix bugs from the past. ----------------------------- Features: - Pollution now increases oxygen consumption - Scoreboard now shows remaining time of oxygen supply (can be disabled in settings) Changes: - More than one gas masks do not have any effe...
by Natha
Wed Apr 13, 2022 7:58 pm
Forum: Modding help
Topic: MOD Burner Filter Inserter -- Refuel from belt issue
Replies: 2
Views: 910

Re: MOD Burner Filter Inserter -- Refuel from belt issue

When the inserter has no fuel item in it, you could check the belt for fuel items and then set the filter to that item for a short time. I don't know if there's an event for that, elsewhere there must be a check every x ticks for all burner inserters.
by Natha
Tue Apr 12, 2022 2:54 pm
Forum: Mods
Topic: [Mod] Get your circuit wires back
Replies: 5
Views: 1556

[Mod] Get your circuit wires back

Have you ever been angry that you don't get tons of red and green wires back when redesigning your circuits? Here is the solution!

https://mods.factorio.com/mod/GetWiresBack

But: no more free wires from blueprints!

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