Search found 50 matches
- Fri Jan 29, 2021 9:04 pm
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 42317
Re: Friday Facts #364 - 1.1 stable
Incredible stuff as usual!
- Tue Jan 26, 2021 7:17 am
- Forum: Ideas and Suggestions
- Topic: Paste filtered inventory on to requester interface.
- Replies: 6
- Views: 1655
Paste filtered inventory on to requester interface.
Hello, the idea is pretty straight forward and is most useful in modded play, so if it isn't a priority I would understand.
When building an "engineering" train, I generally filter each slot in the train car to a specific item then set up requester chests to refill the train. Some mods allow you ...
When building an "engineering" train, I generally filter each slot in the train car to a specific item then set up requester chests to refill the train. Some mods allow you ...
- Sun Dec 30, 2018 2:18 am
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 12856
Blueprint Anchor Points
When I get to the late game I like to pre-build walled outposts and just paste them on top of the ore patch I want to tap and then connect the train line. Naturally these pre-built outposts are pretty large, and have a lot of empty space in the center. This means when I'm placing it I can't actually ...
- Sat Jul 21, 2018 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Interface option to automatically check "Include Station Names" on BPs
- Replies: 0
- Views: 782
Interface option to automatically check "Include Station Names" on BPs
Pretty much as the title says. I've more or less never wanted to copy a train station and specifically didn't want the station name included. If you don't include station names, you end up having to rename the station anyway to use it, so why not just copy the existing station name by default ...
- Fri Jan 27, 2017 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 40038
Re: Invert Landfill
I use the waterfill mod (Linked previously) but with the self imposed limitation that I can't use it in any way for defensive purposes.
- Fri Jan 27, 2017 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 55597
Re: Little Quirks
Some UI layering issues
The assembler info element really should be on top of the ammo element.

The assembler info element really should be on top of the ammo element.

- Sat Jul 16, 2016 9:24 am
- Forum: Gameplay Help
- Topic: What is the formula to determine the total amount oil extractable from a single node
- Replies: 3
- Views: 2108
Re: What is the formula to determine the total amount oil extractable from a single node
derp. I knew it was something stupid.DaveMcW wrote:1. Richness is measured in %, you get 37,553,375% or 375,534 oil. This matches previous calculations.
2. In 0.13 the decay delay was increased from 75 to 150. This means twice as much oil!
(richness / 100) * 150
Hurpadurp
- Sat Jul 16, 2016 7:48 am
- Forum: Gameplay Help
- Topic: What is the formula to determine the total amount oil extractable from a single node
- Replies: 3
- Views: 2108
What is the formula to determine the total amount oil extractable from a single node
I would like to know the formula used to determine how much oil I'll get from a node of a given yield before it reaches 10%
I've tried several different formulas based on the wiki's information but they all come out to (the same) ludicrous number that doesnt materialize in game.
richness = 1000 ...
I've tried several different formulas based on the wiki's information but they all come out to (the same) ludicrous number that doesnt materialize in game.
richness = 1000 ...
- Sat Jul 16, 2016 3:21 am
- Forum: Implemented mod requests
- Topic: Mod "Setting"/"Config" Interface
- Replies: 24
- Views: 15581
Re: Mod "Setting"/"Config" Interface
Posting to +1. I would like to see this implemented.
- Sat Jul 16, 2016 12:22 am
- Forum: Modding help
- Topic: indexing game.x fails in Control.lua
- Replies: 6
- Views: 2590
Re: indexing game.x fails in Control.lua
You can only access game through events (and not on_load either).
Alright, maybe you can help me with this then.
I'm trying to make my mod modular such that one can change config options to enable and disable certain parts of the mod. That being said, I don't want to have to put in 700 different ...
Alright, maybe you can help me with this then.
I'm trying to make my mod modular such that one can change config options to enable and disable certain parts of the mod. That being said, I don't want to have to put in 700 different ...
- Fri Jul 15, 2016 11:00 pm
- Forum: Modding help
- Topic: indexing game.x fails in Control.lua
- Replies: 6
- Views: 2590
Re: indexing game.x fails in Control.lua
You can only access game through events (and not on_load either).
Alright, maybe you can help me with this then.
I'm trying to make my mod modular such that one can change config options to enable and disable certain parts of the mod. That being said, I don't want to have to put in 700 different ...
Alright, maybe you can help me with this then.
I'm trying to make my mod modular such that one can change config options to enable and disable certain parts of the mod. That being said, I don't want to have to put in 700 different ...
- Fri Jul 15, 2016 10:02 pm
- Forum: Modding help
- Topic: indexing game.x fails in Control.lua
- Replies: 6
- Views: 2590
indexing game.x fails in Control.lua
I'm trying to modify enabled recipes in Control.lua by running the standard
loop but I'm getting "attempt to index global "game" (a nil value)"
The same loop works fine in migrations. What am I missing?
Code: Select all
for i, forces in pairs(game.forces) do
stuff
end
loop but I'm getting "attempt to index global "game" (a nil value)"
The same loop works fine in migrations. What am I missing?
- Thu Jul 14, 2016 3:02 am
- Forum: Modding help
- Topic: Productivity modules don't work on modded intermediates?
- Replies: 1
- Views: 1460
Productivity modules don't work on modded intermediates?
I have a intermediate product who's category is Intermediate in the prototype but I can not use productivity modules on it. Is this a bug or intended? What am I doing wrong?
- Tue Jul 12, 2016 3:35 am
- Forum: Mod portal Discussion
- Topic: [BUG] Some hyperlinks are malformed
- Replies: 3
- Views: 2171
Re: [BUG] Some hyperlinks are malformed
I am not familiar with markdown, but this problem seems to be common in markdown.
As you can try in http://dillinger.io/ ,
[google](www.google.com)
will also link to http://dillinger.io/www.google.com
but
[google](http://www.google.com)
is fine.
Yeah I demonstrated that in the video. It is ...
As you can try in http://dillinger.io/ ,
[google](www.google.com)
will also link to http://dillinger.io/www.google.com
but
[google](http://www.google.com)
is fine.
Yeah I demonstrated that in the video. It is ...
- Mon Jul 11, 2016 10:52 pm
- Forum: Mod portal Discussion
- Topic: [BUG] Some hyperlinks are malformed
- Replies: 3
- Views: 2171
[BUG] Some hyperlinks are malformed
Hyperlinks lacking "http://" or "https://" are malformed when you click them.
Here's a demonstration of the problem:
https://dl.dropboxusercontent.com/s/ka6 ... .webm?dl=0
Here's a demonstration of the problem:
https://dl.dropboxusercontent.com/s/ka6 ... .webm?dl=0
- Sat Jul 09, 2016 9:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [13.6] Inserter filters won't copy to different inserter types
- Replies: 3
- Views: 2829
Re: [13.6] Inserter filters won't copy to different inserter types
Sure!Klonan wrote:Thank you for the report,
And the very nice gifs, very helpful

- Sat Jul 09, 2016 9:27 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [13.6] Inserter filters won't copy to different inserter types
- Replies: 3
- Views: 2829
[Rseding91] [13.6] Inserter filters won't copy to different inserter types
Hello,
When trying to copy an inserter filter from one filter inserter type to another the filter does not work until the chest the inserter is pulling out of is updated. This is most annoying when using different types of modded inserters.
Reproduction Example using Vanilla Stack Filter Inserter ...
When trying to copy an inserter filter from one filter inserter type to another the filter does not work until the chest the inserter is pulling out of is updated. This is most annoying when using different types of modded inserters.
Reproduction Example using Vanilla Stack Filter Inserter ...
- Fri Jul 08, 2016 6:30 am
- Forum: Mod portal Discussion
- Topic: BUG: Internal Server Error when uploading images mod upload hangs
- Replies: 1
- Views: 1650
BUG: Internal Server Error when uploading images mod upload hangs
The mod portal just appears to be dead at the moment. When attempting to upload a mod the Gallery uploader successfully uploaded only one out of the 3 images I tried, returning "Internal Server Error" for the rest. When I clicked Submit to submit the mod the status just hung on "Uploading" for the ...
- Fri Jul 08, 2016 4:20 am
- Forum: Modding help
- Topic: Item Group Icon Size
- Replies: 3
- Views: 1889
Re: Item Group Icon Size
BOOO alright, that's what I was afraid of.sporefreak wrote:(I could be wrong) But last i tried/checked that icon couldn't be changed.
I was forced to make smaller images for my inventory sorting mod :c
- Fri Jul 08, 2016 3:29 am
- Forum: Modding help
- Topic: Item Group Icon Size
- Replies: 3
- Views: 1889
Item Group Icon Size
Hello, I am trying to make a custom item group using a 128x icon for the tab but it's getting cut off. I have placed icon_size = 128, in the item-group prototype definition.
Any help?
Any help?