Search found 3753 matches
- Thu Mar 16, 2023 1:05 am
- Forum: Modding help
- Topic: Event for entity configuration changes
- Replies: 2
- Views: 1352
Re: Event for entity configuration changes
This is the same issue as constant combinators. viewtopic.php?f=25&t=102702
- Mon Mar 06, 2023 1:53 am
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 5076
Re: "Demands"
This is already in the game as the "Supply challenge" scenario.
- Sun Feb 26, 2023 6:21 am
- Forum: Technical Help
- Topic: “factorio” can’t be opened because Apple cannot check it for malicious software.
- Replies: 4
- Views: 2474
- Sun Feb 26, 2023 5:04 am
- Forum: Modding help
- Topic: Getting list of all generated chunks
- Replies: 2
- Views: 1956
Re: Getting list of all generated chunks
Yes, the iterator can be stored.
The stored iterator contains the current chunks, even if they were generated after it was created. It might not catch some newly created chunks, if they are inserted before the current position.
When the iterator reaches the end of the list it stops iterating, even ...
The stored iterator contains the current chunks, even if they were generated after it was created. It might not catch some newly created chunks, if they are inserted before the current position.
When the iterator reaches the end of the list it stops iterating, even ...
- Thu Feb 09, 2023 5:56 am
- Forum: Modding help
- Topic: A spider mod. The equipment is immediately inserted into the grid.
- Replies: 7
- Views: 2850
Re: A spider mod. The equipment is immediately inserted into the grid.
Yes, the grid is always created empty.
It is hard to catch items when they are created because there is no event for it. You could watch the player's inventory though.
function set_spider_inventory(grid)
grid.put{name="battery-mk2-equipment", position={1,1}}
end
script.on_event(defines.events ...
It is hard to catch items when they are created because there is no event for it. You could watch the player's inventory though.
function set_spider_inventory(grid)
grid.put{name="battery-mk2-equipment", position={1,1}}
end
script.on_event(defines.events ...
- Thu Feb 09, 2023 5:31 am
- Forum: Modding help
- Topic: A spider mod. The equipment is immediately inserted into the grid.
- Replies: 7
- Views: 2850
Re: A spider mod. The equipment is immediately inserted into the grid.
Code: Select all
script.on_event(defines.events.on_built_entity, function(event)
if event.created_entity.name == "spidertron" then
event.created_entity.grid.put{name="battery-mk2-equipment", position={1,1}}
end
end)
- Wed Feb 01, 2023 12:18 am
- Forum: Modding help
- Topic: Can I create a combinator with multiple input/output connection points?
- Replies: 4
- Views: 2385
Re: Can I create a combinator with multiple input/output connection points?
No, the 4 WireConnectionPoint's correspond to 4 directions. You only get 1 red and 1 green input connection, and 1 red and 1 green output connection.
You have to use multiple entities if you want more connections.
You have to use multiple entities if you want more connections.
- Tue Jan 31, 2023 1:37 pm
- Forum: Gameplay Help
- Topic: Has anyone done or got tips for a "no steam" play?
- Replies: 7
- Views: 3163
Re: Has anyone done or got tips for a "no steam" play?
You can use a cheat to do it:
Code: Select all
/command game.player.insert{name="solar-panel", count=1}- Tue Jan 31, 2023 1:34 pm
- Forum: Gameplay Help
- Topic: Has anyone done or got tips for a "no steam" play?
- Replies: 7
- Views: 3163
Re: Has anyone done or got tips for a "no steam" play?
If you want to avoid all boilers, give yourself a single solar panel at the start to run your labs.
- Sun Jan 29, 2023 10:04 pm
- Forum: This Forum
- Topic: [Fixed] "Copy blueprint" button in topic review section reloads the page
- Replies: 4
- Views: 4701
Re: "Copy blueprint" button in topic review section reloads the page
In HTML, <button> has type="submit" by default. This means an unmodified button will refresh the page.
To work around this, give the button type="button".
The button in the reply is unmodified because the blueprint script failed. Figuring out why it failed is trickier.
To work around this, give the button type="button".
The button in the reply is unmodified because the blueprint script failed. Figuring out why it failed is trickier.
- Mon Jan 23, 2023 3:50 am
- Forum: Modding help
- Topic: Migration file order
- Replies: 9
- Views: 2850
Re: Migration file order
It uses ascending order.
- Mon Jan 16, 2023 3:29 am
- Forum: Modding help
- Topic: [Scripting Assistance] Help referencing procedurally generated recipe name
- Replies: 1
- Views: 1097
Re: [Scripting Assistance] Help referencing procedurally generated recipe name
/c
name = "biter-larva-2"
pattern = "^(%w+)%-larva%-(%d+)$"
species, i = name:match(pattern);
game.print(species);
game.print(i);
Pattern explanation:
^ start of string
$ end of string
%w+ one or more alphanumeric characters
%d+ one or more digits
%- dash is a special character, so you need to ...
name = "biter-larva-2"
pattern = "^(%w+)%-larva%-(%d+)$"
species, i = name:match(pattern);
game.print(species);
game.print(i);
Pattern explanation:
^ start of string
$ end of string
%w+ one or more alphanumeric characters
%d+ one or more digits
%- dash is a special character, so you need to ...
- Wed Jan 04, 2023 2:25 am
- Forum: Modding help
- Topic: inverted search limit filter
- Replies: 4
- Views: 1758
Re: inverted search limit filter
Code: Select all
/c
player = game.player
entity = game.player.selected
game.print( "Distance between " .. entity.name .. " and " .. player.name .. " is: " .. math.sqrt((entity.position.x - player.position.x)^2 + (entity.position.y - player.position.y)^2) )- Wed Jan 04, 2023 1:46 am
- Forum: Modding help
- Topic: inverted search limit filter
- Replies: 4
- Views: 1758
Re: inverted search limit filter
The radius and limit filters cannot be inverted.
I would search the entire surface, then calculate the radius yourself using triangles: a² + b² = c².
I would search the entire surface, then calculate the radius yourself using triangles: a² + b² = c².
- Mon Jan 02, 2023 9:34 pm
- Forum: Technical Help
- Topic: Is this Multiplayer Map to Big for Factorio?
- Replies: 3
- Views: 1630
Re: Is this Multiplayer Map to Big for Factorio?
Your host server is too good. Slow clients can never catch up to the server.
You can force the host to slow down with the command:
You can force the host to slow down with the command:
Code: Select all
/c game.speed = 0.7- Sun Jan 01, 2023 7:48 am
- Forum: Gameplay Help
- Topic: Need help in math: perfect inserter distribution
- Replies: 3
- Views: 1910
Re: Need help in math: perfect inserter distribution
You need to build 9 rocket silos to support 9 satellites per minute.
Why not build an extra satellite assembling machine?
Why not build an extra satellite assembling machine?
- Fri Dec 16, 2022 12:05 pm
- Forum: Technical Help
- Topic: Home Linux Server Factorio (need guidance)
- Replies: 1
- Views: 1118
Re: Home Linux Server Factorio (need guidance)
1. Follow one of the tutorials you found.
2. Get stuck.
3. Post here explaining which tutorial you used, which step you are stuck on, and what the error message is.
2. Get stuck.
3. Post here explaining which tutorial you used, which step you are stuck on, and what the error message is.
- Tue Dec 13, 2022 3:37 pm
- Forum: Technical Help
- Topic: [STEAM] Cloud saves too big
- Replies: 2
- Views: 1556
- Sun Nov 27, 2022 9:38 pm
- Forum: Gameplay Help
- Topic: How to transfer lab. to lab.a science package (with full efficiency)?
- Replies: 4
- Views: 2696
Re: How to transfer lab. to lab.a science package (with full efficiency)?
Does it work if you use 7 belts? Adding 3 more on the other side.
- Wed Nov 23, 2022 1:44 am
- Forum: Modding help
- Topic: next-upgrade
- Replies: 2
- Views: 1444
Re: next-upgrade
Code: Select all
data.raw["furnace"]["mulcher-3"].collision_box = table.deepcopy( data.raw["furnace"]["mulcher-2"].collision_box )