Search found 1183 matches
- Mon Aug 14, 2017 8:27 am
- Forum: Won't implement
- Topic: [Not Implemented] LuaControl.insert but don't insert modules
- Replies: 6
- Views: 1452
Re: LuaControl.insert, but don't insert to module inventory
In fact inserters will transfer into the module inventory of a machine should the input slots become full by the time it starts to drop the module. The exact same logic runs when you call transfer(...) that runs when an inserter transfers items into a non-belt entity. If you don't want to transfer ...
- Mon Aug 14, 2017 2:49 am
- Forum: Won't implement
- Topic: [Not Implemented] LuaControl.insert but don't insert modules
- Replies: 6
- Views: 1452
Re: LuaControl.insert, but don't insert to module inventory
Request: Either add an additional parameter in LuaControl.insert or make a new function to let us insert items into entity while ensuring the items won't go to the module inventory. Also the corresponding LuaControl.can_insert parameter or function. Currently, LuaControl.insert will insert modules ...
- Sun Aug 13, 2017 8:55 am
- Forum: Won't implement
- Topic: [Not Implemented] LuaControl.insert but don't insert modules
- Replies: 6
- Views: 1452
[Not Implemented] LuaControl.insert but don't insert modules
Original title: LuaControl.insert, but don't insert to module inventory But it won't work. --------- Request: Either add an additional parameter in LuaControl.insert or make a new function to let us insert items into entity while ensuring the items won't go to the module inventory. Also the correspo...
- Fri Aug 11, 2017 9:08 pm
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 16112
Re: Somethings not (or hidden) in doc but you need to know
Ah, yes! That can explain it.
- Fri Aug 11, 2017 8:30 pm
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 16112
Re: Somethings not (or hidden) in doc but you need to know
I tried but couldn't reproduce. :? But there is a slight difference: my mod names don't use underscore (_) but hyphen (-). Don't know if that matters. Don't know why even if so. Are you really sure MOD_NAME = "my_mod"? It seemed to be quite a problem for some users of my mods. I couldn't ...
- Fri Aug 11, 2017 8:08 pm
- Forum: Modding interface requests
- Topic: tooltip_path in LuaGuiElement.add to show vanilla tooltips
- Replies: 1
- Views: 594
tooltip_path in LuaGuiElement.add to show vanilla tooltips
Request: A simple way to replicate vanilla tooltips, including the yellow mod names. ItemTooltip.jpg Add an additional optional parameter "tooltip_path" in LuaGuiElement.add . An additional concept is also needed: TooltipPath. tooltip_path :: TooltipPath (optional): Path to the object whos...
- Fri Aug 11, 2017 7:38 pm
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 16112
Re: Somethings not (or hidden) in doc but you need to know
I am no modder, so I'm not sure how overwhelmingly useful all these tips are, but I guess it's the kind of stuff that should be stickied, so that it doesn't disappear in the mysterious deapths of the forum, where there be biters lurking, and stuff. [Koub] Stickied. Thanks! I'm sure this will help a...
- Fri Aug 11, 2017 5:32 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 49051
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I think I missed one thing.... will we still need requester chest? 
Edit: nvm, I figured that requester chests will still be useful for requester chest -> inserter -> assembling machine.

Edit: nvm, I figured that requester chests will still be useful for requester chest -> inserter -> assembling machine.

- Fri Aug 11, 2017 3:07 am
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 16112
Re: Somethings not (or hidden) in doc but you need to know
I think I understand what you meant.d3x0r wrote:it is important still of you specify 'local' on the function.darkfrei wrote:It would be nice to know, that functions in data.lua must be early than calling of this functions. By control.lua it's not important.
Added "CODE ACCESSIBILITY IN DATA VS CONTROL".

- Fri Aug 11, 2017 2:17 am
- Forum: Implemented mod requests
- Topic: "Nothing" (custom) technology modifier needs dynamism
- Replies: 5
- Views: 1040
Re: "Nothing" (custom) technology modifier needs dynamism
I think he meant this:
"effect_key" of "nothing" tech modifier accepts LocalisedStr
Currently only string is accepted. Giving it a localised string will throw error.
"effect_key" of "nothing" tech modifier accepts LocalisedStr
Currently only string is accepted. Giving it a localised string will throw error.
- Thu Aug 10, 2017 2:16 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 274808
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
No problem.impetus maximus wrote:sweet. thanks Mooncat

- Thu Aug 10, 2017 2:15 pm
- Forum: Mods
- Topic: [MOD 0.15+] Unhide Resistances v0.1.1
- Replies: 2
- Views: 1410
Re: [MOD 0.15+] Unhide Resistances v0.1.1
Released v0.1.1. New option: keep perfect resistance hidden - keep the resistances hidden for the entities that are immune to all damage types. It is turned on by default. It is specifically done for the player illusions in Supportive Weapons . Showing 100% for all damage types is wasting screen spa...
- Thu Aug 10, 2017 2:11 am
- Forum: Implemented mod requests
- Topic: Show force.character_..._bonus on the Bonuses UI
- Replies: 4
- Views: 2885
Re: Show force.character_..._bonus on the Bonuses UI
This thread can be moved to Implemented mod requests . Thanks Rseding91 and Nexela. :D @Dev-iL As Rseding91 said, their names implied what they do. Though that might requires some knowledge in the game. "reach distance" = the max distance you can open, copy-paste, quick insert to/pickup fr...
- Thu Aug 10, 2017 1:58 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 274808
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
Fixed the bug that player character could be duplicated by spamming the off button of god mode. had a good laugh sending a ghost of me into a biters nest with that one before i upgraded. felt like Quaid until i realized it ran off with my armor. :lol: Mooncat is Creative Mode compatible with 0.15.3...
- Wed Aug 09, 2017 8:08 pm
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 16496
Re: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Released v0.4.4. You will be notified to uninstall the old Color Picker sub-mods if any of them is detected.. The mod settings under "Map" have been switched to "Per player". Now changing the colors of train stops, locomotives, cargo wagons and fluid wagons using the color picker...
- Tue Aug 08, 2017 7:01 pm
- Forum: Mods
- Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
- Replies: 25
- Views: 10081
Re: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Would you be willing to revive this mod? With the recent changes to hazard concrete it no longer makes proper diagonal patters. OK. I will make a new mod called Hazard Concrete Edges. But I will need some time to make the new set of images to match the updated hazard concrete in 0.15. Looking forwa...
- Tue Aug 08, 2017 6:56 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 274808
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
Released v0.3.10. Now you can test heat pipe setups without a reactor! (Why? Why not!) - New: Added new entities: heat source, heat void, biters, spitters, and other units that can be spawned by spawners. - Improvements: Matter sources will no longer insert modules to the module inventory of the tar...
- Tue Aug 08, 2017 6:23 pm
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 16112
Somethings not (or hidden) in doc but you need to know
It has been some time since I've started modding for Factorio. There's something that happens quite often: wow, so I can / cannot do this? I wish someone had told me before! Many hours have been wasted and we should avoid this. So, I would like to list the things that are not documented, or well hid...
- Tue Aug 08, 2017 3:01 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 274808
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list: Error while running event creative-mode::on_gui_click (ID 1) __creative-mode...
- Tue Aug 08, 2017 1:52 pm
- Forum: Modding discussion
- Topic: Possible to make some .14 mods work in .15? If so, how?
- Replies: 14
- Views: 3095
Re: Possible to make some .14 mods work in .15? If so, how?
For the long-pickup-research and long-loot-research technologies, now you only need to install Long Reach Research as they have been combined into it. But you will have to turn on "Enable long pickup technology" and "Enable long loot technology" in mod settings. It also includes ...