Search found 490 matches

by Silari
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
by Silari
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...
by Silari
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...
by Silari
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...
by Silari
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...
by Silari
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 ...
by Silari
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...
by Silari
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...
by Silari
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 ...
by Silari
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...
by Silari
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.
by Silari
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...
by Silari
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...
by Silari
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.
by Silari
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...
by Silari
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...
by Silari
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...
by Silari
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...
by Silari
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...
by Silari
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...

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