Search found 40 matches
- Thu Dec 15, 2022 11:33 pm
- Forum: Wiki Talk
- Topic: Console page, set destructible = false
- Replies: 1
- Views: 470
Console page, set destructible = false
I was looking around for info and found https://forums.factorio.com/viewtopic.php?f=25&p=573021 In particular there is the useful line of code /c game.player.selected.destructible = false I suggest adding this to the list of console commands (https://wiki.factorio.com/Console) I think this is he...
- Sat Jul 30, 2022 3:32 am
- Forum: Technical Help
- Topic: blueprint library gone.
- Replies: 3
- Views: 1153
Re: blueprint library gone.
thank you Hornwitser. it was at ~1kB the 2nd suggestion worked, I got the blueprints back from my planning save.
- Thu Jul 28, 2022 3:31 am
- Forum: Technical Help
- Topic: blueprint library gone.
- Replies: 3
- Views: 1153
blueprint library gone.
I use several installs, one of them is for a) creating /testing mod and b) a project where a base builds its self (using Recursive Blueprints) the data for the latter is only in the blueprint library because i have to restart all the time (to test it still works) after returning to the project I fou...
- Sun May 08, 2022 5:51 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83677
Re: Small documentation improvement requests
request to add information to https://wiki.factorio.com/Tutorial:Localisation about how to make a multi line description (\n turns into a newline character) and how to create/change it programmatically (i dont know this but know it is posible) -> Added the note on \n, programmatic creation (as in, ...
- Sat May 07, 2022 9:56 pm
- Forum: Modding interface requests
- Topic: Allow event for a tree being damaged by pollution
- Replies: 1
- Views: 789
Allow event for a tree being damaged by pollution
This is a request for a way to see when a tree has been damaged by pollution. currently there is no event at all around the situation, the only way to tell is to check every tick if the tree has been damaged. what i am looking for is some kind if event to be raised when the damage is taken. PS I hav...
- Sat May 07, 2022 9:48 pm
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 2
- Views: 783
Allow event for a cliff being destroyed
This is a request for a way to see when a cliff is being destroyed. currently the only events raised are when the cliff exposive is thrown on_pre_robot_exploded_cliff and on_player_used_capsule or after the cliff is dead already on_robot_exploded_cliff (no way to tell when a player thown explosive l...
- Sat May 07, 2022 9:27 pm
- Forum: Modding interface requests
- Topic: Flag to hide entities from upgrade planner
- Replies: 2
- Views: 1257
- Tue Apr 19, 2022 11:30 pm
- Forum: Ideas and Suggestions
- Topic: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
- Replies: 7
- Views: 2335
Re: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
new post to keep it active
- Sat Dec 18, 2021 5:19 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83677
Re: Small documentation improvement requests
the page https://wiki.factorio.com/Types/SpawnPoint lists this Types/SpawnPoint ... evolution_factor or 1 ... spawn_weight or 2 in testing however i found that it is called weight not spawn_weight -> It's called spawn_weight in the data stage (which is what the wiki page is about) and weight during...
- Tue Dec 14, 2021 11:33 am
- Forum: Ideas and Suggestions
- Topic: Autosave timing should arguably use wall clock
- Replies: 10
- Views: 2722
- Sat Oct 30, 2021 9:21 pm
- Forum: Ideas and Suggestions
- Topic: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
- Replies: 7
- Views: 2335
improve usability of blueprints with absolute reference
TL;DR change snap to grid default to start with the correct values instead of 0,0 What ? currently when you open a blueprint and click the snap to grid option, it defaults to an absolute reference and an offset of 0,0 this causes situitions like the following where the blueprint is lined up wrong a...
- Fri Oct 22, 2021 5:25 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 4195
Re: Linked chest wire interface
we have given several answers now about why this is useful, can you please either implement it or respond?
- Fri Oct 15, 2021 5:03 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 4195
Re: Linked chest wire interface
+1 Why allow connection to circuit network? exactly the same reasons as normal chests link to the circuit network automation I found this issue when trying to make inserters keep 1 stack of each of a couple different item in the linked chest another 2nd example would to increase effective storage of...
- Mon Oct 11, 2021 9:13 am
- Forum: Modding interface requests
- Topic: allow linked chests to connect to the circuit network
- Replies: 2
- Views: 982
allow linked chests to connect to the circuit network
TL;DR allow linked chests to connect to the circuit network like normal chests. What ? allow linked chests to connect to the circuit network be able to read chest contents like with normal chests would also be nice to be able to set the link string that determines what link network the chest is on ...
- Mon Sep 13, 2021 5:50 am
- Forum: Not a bug
- Topic: [1.1.38] crash if atempting to update a game when the exe was renamed
- Replies: 5
- Views: 2019
[1.1.38] crash if atempting to update a game when the exe was renamed
What did you do? downloaded the standalone factorio renamed factorio.exe to factorio_1_1_38.exe used the auto update to update factorio What happened? the update failed What did you expect to happen instead? It might be obvious to you, but do it anyway! to get 2 exes, factorio_1_1_38.exe and the new...
- Mon Sep 13, 2021 5:42 am
- Forum: Modding interface requests
- Topic: spill_item_stack() causes heavy lag
- Replies: 4
- Views: 1083
spill_item_stack() causes heavy lag
the command spill_item_stack() causes unnecessarily heavy lag due to needing to find where to drop repeatedly. this is shown in the following example on my machine the following code takes 2 seconds. /c player = game.player for i=1,1 do player.surface.spill_item_stack({0, 0}, {name="iron-plate&...
- Mon Sep 13, 2021 5:38 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83677
Re: Small documentation improvement requests
please fix surface.spill_item_stack the documantion currently only tells what the first 2 fields do but i found this command with 5 inputs in a mod player.surface.spill_item_stack(player.position, inventory, true, player.force, true) -> Not sure which docs you are looking at, but Surface.spill_item...
- Sun Sep 05, 2021 7:57 am
- Forum: Not a bug
- Topic: [1.1.38] spill_item_stack causes heavy lag
- Replies: 2
- Views: 1025
[1.1.38] spill_item_stack causes heavy lag
the command spill_item_stack() causes unnecessarily heavy lag due to needing to find where to drop repeatedly. this is shown in the following example on my machine the following code takes 2 seconds. /c player = game.player for i=1,1 do player.surface.spill_item_stack({0, 0}, {name="iron-plate&...
- Sat Jan 16, 2021 2:56 am
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 16108
Re: change request location instead of 'a request for this item already exists'
a combo of both features would def be nice
- Mon Jan 11, 2021 6:02 am
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 16108
change request location / 'a request for this item already exists' / Quick rearranging of the logistics config
TL;DR One sentence to describe your idea with a bit different words than in the subject when you click on a request slot when there is already a request slot move the request location instead of giving an error What ? when in the invintory looking at the logistic menu, click on an empty box and req...