After hosting a game for some friends, the "Continue" button on the main menu toggled to automatically re-host.
But after loading and playing some single player, it is still set to "Host", not single-player.
Search found 546 matches
- Sat Dec 19, 2020 5:13 am
- Forum: Pending
- Topic: [1.1.6] Continue Button stuck on host
- Replies: 5
- Views: 2757
- Tue Dec 15, 2020 8:10 pm
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 39583
Re: Version 1.1.6
Barrelling and unbarrelling (intermediate products) is NOT allowed to use productivity modules.
Are you suggesting to allow that? Or to move the un-/barelling to another tab?
It must be the second. Allowing prodmods here, would create a perpetum mobile loophole.
Agreed. Even with the ...
- Tue Nov 10, 2020 12:38 am
- Forum: Bob's mods
- Topic: [1.1] - Artisanal Reskins: Bob's Mods
- Replies: 78
- Views: 57010
- Mon Nov 09, 2020 3:48 pm
- Forum: Bob's mods
- Topic: [1.1] - Artisanal Reskins: Bob's Mods
- Replies: 78
- Views: 57010
Re: [1.0] - Artisanal Reskins: Bob's Mods
Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64.
Here's the fix:
icon-handling.lua
function reskins.lib.append_tier_labels(tier, inputs)
-- Inputs required by this function
-- icon - Table containing an ...
Here's the fix:
icon-handling.lua
function reskins.lib.append_tier_labels(tier, inputs)
-- Inputs required by this function
-- icon - Table containing an ...
- Mon Nov 09, 2020 7:20 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: Alternate Textures mod
- Replies: 17
- Views: 28123
Re: [0.18.x] Bob's Mods: Alternate Textures mod
Icons are broken due to icon size again.
- Wed Oct 28, 2020 5:06 pm
- Forum: Modding discussion
- Topic: surface.set_tiles() and ungenerated chunks?
- Replies: 7
- Views: 3831
Re: surface.set_tiles() and ungenerated chunks?
So I looked a bit more into that, and found some notes that imply that this code should do what I want:
local surface = game.get_surface("nauvis")
local mgs = surface.map_gen_settings
mgs.property_expression_names = {["tile:deepwater:probability"] = 100}
surface.map_gen_settings = mgs
But it's ...
local surface = game.get_surface("nauvis")
local mgs = surface.map_gen_settings
mgs.property_expression_names = {["tile:deepwater:probability"] = 100}
surface.map_gen_settings = mgs
But it's ...
- Wed Oct 28, 2020 10:21 am
- Forum: Modding discussion
- Topic: surface.set_tiles() and ungenerated chunks?
- Replies: 7
- Views: 3831
Re: surface.set_tiles() and ungenerated chunks?
What I mean is if you remove all autoplace settings, the map is filled with "grass-1".
I'd like to know if there's an easy way to change that to "deepwater" without using OnChunkGenerated(), because the autoplace documentation is really unclear, and I can't undertand how to do something that simple ...
I'd like to know if there's an easy way to change that to "deepwater" without using OnChunkGenerated(), because the autoplace documentation is really unclear, and I can't undertand how to do something that simple ...
- Wed Oct 28, 2020 7:17 am
- Forum: Modding discussion
- Topic: surface.set_tiles() and ungenerated chunks?
- Replies: 7
- Views: 3831
Re: surface.set_tiles() and ungenerated chunks?
Cheers.
Follow-up question:
Is there an easy way to set a default tile? I'm having trouble navigating the docs about autoplace settings.
Follow-up question:
Is there an easy way to set a default tile? I'm having trouble navigating the docs about autoplace settings.
- Tue Oct 27, 2020 9:06 pm
- Forum: Modding discussion
- Topic: surface.set_tiles() and ungenerated chunks?
- Replies: 7
- Views: 3831
surface.set_tiles() and ungenerated chunks?
Can anyone confirm the behaviour of using surface.set_tiles() to set tiles in chunks that aren't generated yet?
- Mon Sep 28, 2020 9:07 am
- Forum: Mods
- Topic: Thoughts on implementing cargo planes in the AircraftDrones Mod
- Replies: 1
- Views: 1502
Re: Thoughts on implementing cargo planes in the AircraftDrones Mod
I'd ask about using this mod for warehouse graphics: https://mods.factorio.com/mod/Warehousing (It's MIT lisenced, so should be a formality)
As for request/provide functionality - I'd reccomend doing the same thing LTN does: Requests are negative signals, provides are positive signals, planes move ...
As for request/provide functionality - I'd reccomend doing the same thing LTN does: Requests are negative signals, provides are positive signals, planes move ...
- Sun Sep 27, 2020 3:03 pm
- Forum: Not a bug
- Topic: Scaling techs don't depend on science packs
- Replies: 1
- Views: 1110
Scaling techs don't depend on science packs
When you did the big "all techs have all their science packs in their prerequiste tree" change, you missed the intermediate levels of the scaling techs.
The infinite levels depend on Space Science, but none of the intermediate levels depend on green, black, blue, yellow or purple science.
For the ...
The infinite levels depend on Space Science, but none of the intermediate levels depend on green, black, blue, yellow or purple science.
For the ...
- Sun Sep 27, 2020 7:11 am
- Forum: Not a bug
- Topic: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
- Replies: 1
- Views: 1148
Re: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
Nevermind.
Seems like cliffs get destroyed and re-directioned when you place water under them.
Wish there was a granularity setting for surface.set_tiles() so I can tell it to delete everything except cliffs, because some cliff options hitboxes seem to fall outside their 4x4 box sometimes.
Seems like cliffs get destroyed and re-directioned when you place water under them.
Wish there was a granularity setting for surface.set_tiles() so I can tell it to delete everything except cliffs, because some cliff options hitboxes seem to fall outside their 4x4 box sometimes.
- Fri Sep 25, 2020 11:42 pm
- Forum: Not a bug
- Topic: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
- Replies: 1
- Views: 1148
[mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
I'm putting together a mod that generates cliffs rather extensively, and I noticed something very strange happening.
This is a picture of two chunks before the chunk on the left is created:
Cliff-bug-Before.png
This is a picture of the same two chunks after the chunk on the left is created ...
This is a picture of two chunks before the chunk on the left is created:
Cliff-bug-Before.png
This is a picture of the same two chunks after the chunk on the left is created ...
- Sat Sep 12, 2020 9:00 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] water-mud is missing tile transitions
- Replies: 1
- Views: 3595
[posila] water-mud is missing tile transitions
The water-mud tile is missing tile transitions with:
Sand 1, Red desert 1, Red desert 2, and most of Sand 2 and Sand 3. (These are the localised names in English, since I could get those easily from editor mode)
They should be the same transitions as for all the other water tiles.
Sand 1, Red desert 1, Red desert 2, and most of Sand 2 and Sand 3. (These are the localised names in English, since I could get those easily from editor mode)
They should be the same transitions as for all the other water tiles.
- Sat Sep 05, 2020 11:04 pm
- Forum: Modding help
- Topic: Making a capsule put items on the ground?
- Replies: 1
- Views: 977
Making a capsule put items on the ground?
How do I make a capsule put an item on the ground where it lands?
I've tried create-entity with the item I want, and create-entity with an item-entity built as a pistol. Neither worked.
I feel I must be missing something obvious. Would someone put me out of my misery?
I've tried create-entity with the item I want, and create-entity with an item-entity built as a pistol. Neither worked.
I feel I must be missing something obvious. Would someone put me out of my misery?
- Wed Sep 02, 2020 5:49 pm
- Forum: Modding help
- Topic: Change Z index for entities?
- Replies: 3
- Views: 1913
Re: Change Z index for entities?
You could also look at how the Coverup mod does that for ore.
Assuming that's specifically what you're after.
Assuming that's specifically what you're after.
- Wed Sep 02, 2020 5:35 pm
- Forum: Ideas and Requests For Mods
- Topic: [MOD REQUEST] Landfill restriction
- Replies: 12
- Views: 4272
Re: [MOD REQUEST] Landfill restriction
I'd just like to say thank you to darkfrei for the answer on how to do this 
Is there an easy way to find out what collision layers other major mods use for things? I don't want to cause conflicts.
Is there an easy way to find out what collision layers other major mods use for things? I don't want to cause conflicts.
- Sun Aug 16, 2020 5:57 am
- Forum: Ideas and Requests For Mods
- Topic: Rail SIGNAL Bridge mod?
- Replies: 4
- Views: 2853
Re: Rail SIGNAL Bridge mod?
There might be useful bits in this mod: https://mods.factorio.com/mod/Realistic_Electric_Trains
It does things with signals and power poles.
It does things with signals and power poles.
- Sun Aug 16, 2020 5:54 am
- Forum: Ideas and Requests For Mods
- Topic: simplify oil/liquid pump mod - 2 ideas
- Replies: 2
- Views: 1697
Re: simplify oil/liquid pump mod - 2 ideas
Have you looked at OmniFluid?
- Sun Aug 16, 2020 5:52 am
- Forum: Ideas and Requests For Mods
- Topic: A 'rocket'-order service?
- Replies: 1
- Views: 1220