Search found 490 matches
- Sun May 16, 2021 6:32 am
- Forum: Gameplay Help
- Topic: Console command for trees
- Replies: 4
- Views: 1756
Re: Console command for trees
'tree' isn't an entity name, it's a type of entity. You'll need to choose a specific tree to make - 'tree-01' or such. The wiki lists all the vanilla tree names: https://wiki.factorio.com/Data.raw#tree
- Sat May 15, 2021 7:41 pm
- Forum: Modding help
- Topic: Get entity connections?
- Replies: 8
- Views: 2389
Re: Get entity connections?
connect_neighbour also connects two devices. And in case there's confusion, I'm not talking about connections between walls, I'm talking about if you have a wire from a wall/gate to the network for reading or controlling gate state. Edit: See attached image Ah yeah I was reading that as the connect...
- Sat May 15, 2021 8:47 am
- Forum: Modding help
- Topic: Get entity connections?
- Replies: 8
- Views: 2389
Re: Get entity connections?
I'm trying to maintain wall/gate connections in my mod, but using connect_neighbour doesn't seem to be working. Is there something special I have to do for walls/gates? connect_neighbor says it's for electric/circuit wires. Pretty sure for walls the game automatically makes the connections they can...
- Sat May 15, 2021 6:04 am
- Forum: 1 / 0 magic
- Topic: [1.1.33] Crash (GraphicsInterfaceDX11::swapBuffers)
- Replies: 5
- Views: 2041
Re: [1.1.33] Crash (GraphicsInterfaceDX11::swapBuffers)
I also thought that pipes shouldn't be able to be do that? Fluid mixing prevention was vastly simplified because the old system had far too many corner cases and issues. As part of that, bot placement isn't checked at all, and there are a number of ways to get two different fluids in the same syste...
- Fri May 14, 2021 10:28 pm
- Forum: Modding help
- Topic: Is ther a command to change a force explosive damage
- Replies: 2
- Views: 828
Re: Is ther a command to change a force explosive damage
https://lua-api.factorio.com/latest/LuaForce.html#LuaForce.set_ammo_damage_modifier That call is how you set the damage modifier for an ammo category - grenades possibly use the "grenade" category. You can call it separately for any force you need it for - the default force for players is...
- Fri May 14, 2021 10:18 pm
- Forum: Modding help
- Topic: can't copy vanilla locomotive
- Replies: 1
- Views: 676
Re: can't copy vanilla locomotive
You haven't defined an item with that name, only an entity and a recipe. They are different things - the entity is the locomotive that's in world, the item is the form that's in your inventory, and the recipe is how you make the item. You're going to need to copy the item form of the locomotive and ...
- Thu May 06, 2021 10:46 pm
- Forum: Modding help
- Topic: Cloning underground belts - clone their transport line too?
- Replies: 4
- Views: 1313
Re: Cloning underground belts - clone their transport line too?
Honestly only reason I knew it existed was to help someone delete a modded item off all their belts/inserters once, but the max index bit is just so you know how many lines it has, so you can loop over them. AFAIK, it's always 2 for belts/undergrounds, but modded stuff might allow a different number...
- Thu May 06, 2021 5:16 pm
- Forum: Not a bug
- Topic: [0.13 - 0.14] Updating can be used to abuse achievements
- Replies: 4
- Views: 1983
Re: [0.13 - 0.14] Updating can be used to abuse achievements
I just figured out that switching between 0.13 and 0.14 can be potentially used to abuse the achievements system. By this, I mean that when I updated to 0.14, I got a bunch of steam achievements that I got from my modded save and in theory, constantly switching between 0.13 and 0.14 could be used t...
- Thu May 06, 2021 5:15 pm
- Forum: Modding help
- Topic: Cloning underground belts - clone their transport line too?
- Replies: 4
- Views: 1313
Re: Cloning underground belts - clone their transport line too?
Should be far as I know - LuaEntity has a member neighbours that for underground belts includes it's matching pair. It also has get_max_transport_line_index() and get_max_transport_line_index(index) which should let you grab the items that are on them. Not sure if you can get the exact positions of ...
- Wed May 05, 2021 4:53 pm
- Forum: Not a bug
- Topic: [1.1.32] Storage tanks reporting incorrect amount to circuit network
- Replies: 2
- Views: 1122
Re: [1.1.32] Storage tanks reporting incorrect amount to circuit network
Put pumps before your fluid tanks and it works fine - your tanks aren't actually full, just very nearly full so the fluid system won't try to put more in it unless you force it - ie via pumps. get_fluid_count() on one shows 24999.393621317 for one and 24999.648325422 for the either. Not quit entirel...
- Wed May 05, 2021 4:41 pm
- Forum: Technical Help
- Topic: my tech tree resets each load up of the game
- Replies: 2
- Views: 947
Re: my tech tree resets each load up of the game
If you're using the mod Grey Goo, it has a bug where it resets the force when the game loads, which makes you lose all techs. You'll have to remove it, since the author hasn't updated the mod since the issue was reported.
- Tue May 04, 2021 6:44 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500540
Re: Simple Questions and Short Answers
Another set of stupid questions - they're so stupid that it seems nobody even asked. :D 1) Can I make lights work 24/7 and not only at night without sticking combinator to each / gigantic circuit network / mods? Also, circuitry white is darker than natural white. I assume no, but just in case. 2) I...
- Sat May 01, 2021 7:49 pm
- Forum: Gameplay Help
- Topic: [1.1.32] Cannot connect systems with SAME fluids
- Replies: 6
- Views: 7762
Re: [1.1.32] Cannot connect systems with SAME fluids
They already tried a very indepth fluid mixing prevention system. It got thrown out because there were far too many corner cases and workarounds and they spent way too much time on something that could still break. Now it's just a simple check when the player tries to place a pipe as a 'hey maybe yo...
- Fri Apr 30, 2021 11:06 pm
- Forum: Not a bug
- Topic: [SOLVED] [1.1.32] Quickbar disappeared, unable to restore
- Replies: 2
- Views: 1526
Re: [1.1.32] Quickbar disappeared, unable to restore
Your modlist includes More Minimap Autohide which seems to include a hotkey to hide the toolbar. You probably hit that.
- Thu Apr 29, 2021 4:19 am
- Forum: Gameplay Help
- Topic: [1.1.32] Cannot connect systems with SAME fluids
- Replies: 6
- Views: 7762
Re: [1.1.32] Cannot connect systems with SAME fluids
The chemical plant on the lower right has the petroleum gas line hooked up to it's water input. That's enough for the game to consider those fluid boxes joined and there to be water and gas in there. Clicking on the pipes would show you the water. Remove the pipe to the chemical plant and it'll work...
- Tue Apr 27, 2021 5:40 am
- Forum: General discussion
- Topic: Fish per Minute
- Replies: 22
- Views: 10734
Re: Fish per Minute
Unfortunately it is impossible to automatically insert more than 12 fish (one stack inserter's-worth). As soon as the 12 fish are inserted, the rocket launch starts and no more can be inserted. You can, of course, insert 100 by hand and receive 100 fish. Put 100 science packs in a box, cut power to...
- Mon Apr 26, 2021 10:57 pm
- Forum: Pending
- Topic: [1.1.32] "You are doing it right" achievement counter incorrect
- Replies: 4
- Views: 1326
Re: [1.1.32] "You are doing it right" achievement counter incorrect
Last time someone posted a thing like this it was because they were confusing the "You are doing it right" and "Lazy bastard" achievements, which kind of seems like what OP did here. The count being wrong 'when fixing a construction' sounds like they placed a building and counter...
- Mon Apr 26, 2021 2:12 am
- Forum: Modding discussion
- Topic: Discussion about recipe result formats
- Replies: 6
- Views: 2327
Re: Small documentation improvement requests
Far as I've seen the game doesn't merge recipe results if it includes the same item multiple times. You just end up with a slot for each of the individual outputs. results = {{type="item",name="wood",amount=1}, {type="item",name="wood",amount=1}, {type="i...
- Thu Apr 22, 2021 8:13 am
- Forum: Modding interface requests
- Topic: Expose active bot count
- Replies: 3
- Views: 1020
Re: Expose active bot count
Entities have a 'logistic_network' property that returns a LuaLogisticNetwork for whatever network they're in. For player characters and spidertrons (and probably other vehicles with an equipment grid with roboports, though I only verified player characters and spidertrons) that's their personal net...
- Mon Apr 19, 2021 12:59 am
- Forum: Ideas and Requests For Mods
- Topic: Mod for building stuff like in Sim city ?
- Replies: 2
- Views: 1146
Re: Mod for building stuff like in Sim city ?
That's what sandbox mode is. If you hit no to all the questions it doesn't add anything that's not in the normal freeplay scenario, and is otherwise the same except you don't have a character. The code posted above essentially does the same thing. Alternatively I wrote a mod that disables player col...