Search found 122 matches
- Sat Feb 26, 2022 5:36 pm
- Forum: Modding discussion
- Topic: How does tech/recipe difficulty handle the default fields?
- Replies: 2
- Views: 1099
How does tech/recipe difficulty handle the default fields?
How does tech/recipe difficulty handle the default fields? namely, localised name/localised description. I'm making a mod which adjusts the cost of technologies based on their position in the tech tree, but since normal and expensive mode can have different tech trees, having a single description fo...
- Fri Feb 04, 2022 2:11 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 128405
Re: Friday Facts #367 - Expansion news
Ohhh this seems like a violent type of expansion. That would be cool. The general goal is to make the expansion feel like as big an addition as the whole vanilla game. This is why we plan to price it at $30.00, and put in enough content to make it well worth the price. This means that for a new pla...
- Wed Dec 22, 2021 4:14 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 26322
Re: Version 1.1.50
(character can now walk in-between connected reactors) Nice. Could you consider an option to place other entity in the space? You know the 5x5 reactor square could make insane neighbour bonus and challenge to make plant work properly. :geek: Since it would either make the reactor effectively 3x3, o...
- Thu Dec 09, 2021 11:11 am
- Forum: Releases
- Topic: Version 1.1.49
- Replies: 10
- Views: 12827
Re: Version 1.1.49
I'm surprised that nobody reported the music not looping for so long.
Then again, I noticed it and didn't report it, too, so perhaps?
Also, considering the default delays in the music while playing, perhaps some people assumed it's intended?
Then again, I noticed it and didn't report it, too, so perhaps?
Also, considering the default delays in the music while playing, perhaps some people assumed it's intended?
- Fri Dec 03, 2021 4:25 pm
- Forum: Modding help
- Topic: Does tinting projectiles work?
- Replies: 0
- Views: 502
Does tinting projectiles work?
I've been trying to give my projectiles a color, but it doesn't seem to work right.
The prototype browser sprite preview DOES show them to be tinted, but if you actually look at the layer, there's no fields related to tinting, and the projectiles themselves have no tint in the overworld.
The prototype browser sprite preview DOES show them to be tinted, but if you actually look at the layer, there's no fields related to tinting, and the projectiles themselves have no tint in the overworld.
- Sat Nov 27, 2021 8:28 pm
- Forum: Releases
- Topic: Version 1.1.48
- Replies: 4
- Views: 10754
Re: Version 1.1.48
TML is not an official project by the team, it's a fan project that they are providing a bit of support to.
- Fri Jul 16, 2021 3:49 pm
- Forum: Modding help
- Topic: string gfind?
- Replies: 3
- Views: 1130
Re: string gfind?
Removing the G allowed a call of string.find (). This looks to me like gfind is not included in the factorio string library pack.
- Wed Jul 14, 2021 4:41 pm
- Forum: Releases
- Topic: Version 1.1.36
- Replies: 6
- Views: 20547
Re: Version 1.1.36
That probabalistic output block bug was quite annoying for me.
good to see it's gone.
good to see it's gone.
- Tue Jul 13, 2021 12:16 pm
- Forum: Modding help
- Topic: string gfind?
- Replies: 3
- Views: 1130
string gfind?
Does the factorio lua lib contain that function? I can't call it during data.
- Tue Jul 13, 2021 12:12 pm
- Forum: Modding help
- Topic: need help with for .... in pairs
- Replies: 5
- Views: 1495
Re: need help with for .... in pairs
You could also iterate over all transport-belt type entities and find their item-to-place-this, no?
- Tue Jun 29, 2021 8:59 am
- Forum: Modding help
- Topic: What is Lua garbage, and how do I reduce it
- Replies: 5
- Views: 1542
Re: What is Lua garbage, and how do I reduce it
I honestly have no idea why the garbage collector went bonkers, just that it did. Without the mod, it's at 0.9. With the mod, it's over 900.
Also, it seems like it already has picker compatibility so I won't have to deal with that.
Also, it seems like it already has picker compatibility so I won't have to deal with that.
- Mon Jun 28, 2021 8:23 pm
- Forum: Modding help
- Topic: What is Lua garbage, and how do I reduce it
- Replies: 5
- Views: 1542
Re: What is Lua garbage, and how do I reduce it
I can see why it would be bad... That mod renders 4 lights per entity basically
- Mon Jun 28, 2021 8:11 pm
- Forum: Modding discussion
- Topic: Why no new alien graphics / overhaul / addition mods?
- Replies: 7
- Views: 2739
Re: Why no new alien graphics / overhaul / addition mods?
I'd guess that making animation for units is a lot more effort than making animations for buildings.
- Mon Jun 28, 2021 1:24 pm
- Forum: Modding help
- Topic: What is Lua garbage, and how do I reduce it
- Replies: 5
- Views: 1542
What is Lua garbage, and how do I reduce it
I'm trying to revive the hazard lights mods for my own use, and I have managed to update them to use selection tools instead of the deconstruction planner trick they had used prior, getting me past the boot stage. Unfortunately, it seems like the mod did something else really wrong during the contro...
- Tue Apr 20, 2021 8:33 pm
- Forum: Modding help
- Topic: Shortcut localised_description unused?
- Replies: 1
- Views: 835
Shortcut localised_description unused?
I've been working on a mod which adds a shortcut accessed selector item, and I've noticed that shortcuts don't display localised descriptions when moussed over, even if it's defined. Now, I'm still on an older version (.19), but looking at the changelog, I don't think it was addressed at all. Is tha...
- Thu Jan 28, 2021 4:01 pm
- Forum: Releases
- Topic: Version 1.1.19
- Replies: 31
- Views: 28594
Re: Version 1.1.19
https://forums.factorio.com/viewtopic.php?f=18&t=92711 (TL;DR : you can't) I won't believe that. There must be some way. This is, sadly, tilting me. I'll figure out how is the menu interface is constructed - there must be a lua file I can hack or some other way. The snap-to option doesn't help....
- Fri Jan 15, 2021 12:05 am
- Forum: Releases
- Topic: Version 1.1.9
- Replies: 20
- Views: 15201
Re: Version 1.1.9
Thx for showing me.
Also, thanks for making me aware that the git exists, should be easier to look up stuff on it instead of the serialization from the wiki (more up to date too )
Also, thanks for making me aware that the git exists, should be easier to look up stuff on it instead of the serialization from the wiki (more up to date too )
- Thu Jan 14, 2021 9:55 pm
- Forum: Releases
- Topic: Version 1.1.9
- Replies: 20
- Views: 15201
Re: Version 1.1.9
How do you spesify which underground to use for the belt for fast replacing? I'm guessing it's a new field in the transport belt prototype, but it's not listed in the wiki yet, and I don't think it was listed in the new modding interfaces yet. I don't have access to the game to log serpent block the...
- Tue Dec 29, 2020 9:46 pm
- Forum: Modding discussion
- Topic: generator equipment doesn't display burner efficiency anywhere?
- Replies: 0
- Views: 824
generator equipment doesn't display burner efficiency anywhere?
I've set up an armor generator that has 0.1 efficiency (and uses nuclear fuel), but it doesn't show it anywhere in the tooltip.
Does efficiency not work at all for armor generators, or is the tooltip display simply missing?
The prototype browser does show the efficiency for the equipmenmt.
Does efficiency not work at all for armor generators, or is the tooltip display simply missing?
The prototype browser does show the efficiency for the equipmenmt.
- Mon Nov 23, 2020 11:26 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129868
Re: Version 1.1.0
We have an undo button.
Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important.
Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important.