Search found 3700 matches

by DaveMcW
Thu Aug 25, 2022 11:58 pm
Forum: Gameplay Help
Topic: Different results in same blueprint
Replies: 2
Views: 655

Re: Different results in same blueprint

Pipes have random priority depending on build order.

You can decrease the priority of heavy oil cracking by adding more pipe segments before it.

The best design is [Refinery output] -> [Refinery input] -> [Heavy oil cracking] in a single pipeline.
by DaveMcW
Wed Aug 17, 2022 1:03 am
Forum: Modding help
Topic: Get an error when attempting to add things to bobinserters
Replies: 2
Views: 659

Re: Get an error when attempting to add things to bobinserters

Unlike data.lua, control.lua is sandboxed. You can't interact with the control.lua of other mods.

Bob also has a restrictive license, so you need his permission if you want to copy the entire control.lua and edit it.
by DaveMcW
Fri Aug 12, 2022 5:02 pm
Forum: Modding help
Topic: How to change other mod's research?
Replies: 6
Views: 1431

Re: How to change other mod's research?

There is no ingredients property on the technology prototype.

You need data.raw.technology["long-inserters-2"].unit.ingredients
by DaveMcW
Thu Aug 04, 2022 3:28 pm
Forum: Modding help
Topic: character_running_speed inaccuracy
Replies: 5
Views: 1250

Re: character_running_speed inaccuracy

There is no accumulation, all rounding errors are discarded.
by DaveMcW
Fri Jul 22, 2022 5:47 am
Forum: Technical Help
Topic: Server is joinable through browser, but not through IP address
Replies: 4
Views: 1254

Re: Server is joinable through browser, but not through IP address

Sounds like you have a firewall blocking incoming IP traffic.

You want Factorio to handle the UDP protocol on port 34197. See the Lightsail firewall guide.

Joining through the browser works because your headless server connected to Factorio's servers first, so it counts as an outgoing connection.
by DaveMcW
Sun Jul 17, 2022 10:57 pm
Forum: Modding help
Topic: custom module
Replies: 3
Views: 836

Re: custom module

local category = table.deepcopy(data.raw["recipe-category"]["basic-crafting"]) category.name = "sieve-crafting" data:extend{category} local machine = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"]) machine.name = "sieve-m...
by DaveMcW
Fri Jul 15, 2022 12:09 am
Forum: Modding interface requests
Topic: .mp4 cutscenes.
Replies: 2
Views: 828

Re: .mp4 cutscenes.

You can play single images.

viewtopic.php?f=49&t=99036

If you play them fast enough it looks like a video.
by DaveMcW
Thu Jul 14, 2022 11:59 pm
Forum: Modding help
Topic: supports_direction on prototypes returning true unintuitively
Replies: 2
Views: 792

Re: supports_direction on prototypes returning true unintuitively

Try with an assembling machine. It supports direction only if the recipe involves fluids.

Furnaces work the same way, though I'm not sure you can ever give a stone furnace a fluid recipe.
by DaveMcW
Sat Jun 18, 2022 11:08 pm
Forum: Modding help
Topic: [1.1] High Speed Bullet Train Mod from 0.16
Replies: 2
Views: 1234

Re: [1.1] High Speed Bullet Train Mod from 0.16

The next thing to try is pictures.y. Your selection is 6 pixels past the bottom of the image file.
by DaveMcW
Fri Jun 17, 2022 6:03 pm
Forum: Modding help
Topic: Event when singal of a constant combinator are changed
Replies: 7
Views: 2230

Re: Event when singal of a constant combinator are changed

The event does not exist.

You can catch most changes with on_gui_closed.

But constant combinators can also be updated by copy/pasting (on_entity_settings_pasted) or stamping a blueprint (no relevant event).
by DaveMcW
Sun Jun 12, 2022 4:30 pm
Forum: Modding help
Topic: How can I filter this article
Replies: 2
Views: 996

Re: How can I filter this article

Code: Select all

for _, fluid in pairs(game.fluid_prototypes) do
  if not fluid.hidden then
    game.print(fluid.name)
  end
end
by DaveMcW
Fri Jun 03, 2022 7:57 pm
Forum: Modding help
Topic: Change research bar color
Replies: 1
Views: 674

Re: Change research bar color

I tried

Code: Select all

data.raw['gui-style']['default'].research_progressbar.color = {r=1, g=1}
...but nothing seems to happen.
by DaveMcW
Thu Jun 02, 2022 11:51 am
Forum: Modding interface requests
Topic: Mesure PAUSE duration
Replies: 3
Views: 1053

Re: Mesure PAUSE duration

There is game.create_profiler(), which displays a duration in milliseconds. But you can't read the value.
by DaveMcW
Wed Jun 01, 2022 1:07 am
Forum: Gameplay Help
Topic: Time comparison between clocks
Replies: 7
Views: 2418

Re: Time comparison between clocks

Here is a simple clock: simple-clock.png This "simple" clock is still very complicated! Here are the processing steps it goes through each tick: 1. Delete all signals on the wire from the previous tick (instant). 2. Copy the arithmetic combinator output to the empty wire (instant). 3. Add ...
by DaveMcW
Tue May 31, 2022 5:55 am
Forum: Gameplay Help
Topic: Time comparison between clocks
Replies: 7
Views: 2418

Re: Time comparison between clocks

The "T<Z → T=1" combinator acts like a constant combinator until the limit is reached. So it adds to the count every single tick.

The two tick delay comes into play when the limit is reached. It stops at 611 instead of 609, because there is two ticks of latency.
by DaveMcW
Thu May 26, 2022 7:34 pm
Forum: Questions, reviews and ratings
Topic: Blueprint lab mod crashes my game if I try to exit
Replies: 9
Views: 2624

Re: Blueprint lab mod crashes my game if I try to exit

Code: Select all

/c game.player.create_character()

Code: Select all

/c game.player.force = "player"
by DaveMcW
Fri May 20, 2022 2:52 pm
Forum: Modding help
Topic: How to reference base Prototype fields for building other prototypes
Replies: 10
Views: 1787

Re: How to reference base Prototype fields for building other prototypes

You can use log() and serpent.block() to find the nil. This outputs to factorio-current.log

Code: Select all

log(serpent.block(data.raw.recipe["iron-plate"]))
log(serpent.block(data.raw.recipe["my-bar"]))
by DaveMcW
Fri May 20, 2022 4:35 am
Forum: Modding help
Topic: How to reference base Prototype fields for building other prototypes
Replies: 10
Views: 1787

Re: How to reference base Prototype fields for building other prototypes

energy_required is an optional field which is allowed to be nil during the data stage. If it is still nil at the end, it gets set to the default value of 0.5. This means you need to check for nil before doing math on it. local energy = data.raw.recipe["iron-plate"].energy_required or 0.5 d...
by DaveMcW
Tue May 17, 2022 6:02 pm
Forum: Modding help
Topic: CONSUME FISH WHEN EXECUTING A CUSTOM ACTION
Replies: 3
Views: 848

Re: CONSUME FISH WHEN EXECUTING A CUSTOM ACTION

Code: Select all

local consumed = player.remove_item{name="raw-fish", count=1}
if consumed == 1 then
  -- teleport code
else
  player.surface.create_entity{name="flying-text", position=player.position, render_player_index=player.index, color={r=1}, text="Out of fish"}
end
by DaveMcW
Sun May 15, 2022 1:31 am
Forum: Modding discussion
Topic: Speaker alert_message is read only?
Replies: 2
Views: 914

Re: Speaker alert_message is read only?

You have to write the table back to entity.alert_parameters.

Code: Select all

local parameters = event.entity.alert_parameters
parameters.alert_message = "+"
event.entity.alert_parameters = parameters

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