I am sorry. Did not realize it is bug from my own mod...
Especially thanks boskid for debugging.
EDIT: A question though. Is killing trees not counting towards pollution? This is what happened to real-world Amazon...
Search found 162 matches
- Thu Oct 17, 2019 9:48 am
- Forum: Not a bug
- Topic: [0.17.71] Evolution Factor by Time/Pollution
- Replies: 4
- Views: 1739
- Thu Oct 17, 2019 8:31 am
- Forum: Not a bug
- Topic: [0.17.71] Evolution Factor by Time/Pollution
- Replies: 4
- Views: 1739
[0.17.71] Evolution Factor by Time/Pollution
I start a new game, and see how the evolution factor increases. And I looked into the three quantities, as mentioned in Lua API : evolution_factor_by_pollution :: double [RW] evolution_factor_by_time :: double [RW] evolution_factor_by_killing_spawners :: double [RW] My Tests: I used "Default&qu...
- Fri Sep 27, 2019 5:08 pm
- Forum: Modding help
- Topic: How to change assembling-machine-1 to use coal
- Replies: 7
- Views: 2064
Re: How to change assembling-machine-1 to use coal
Ok so maybe im just looking in the wrong locations but i can't seem to find the base lua files that will help me create this. where exactly should i be looking? In file {GameDir}\data\base\prototypes\entity\demo-entities.lua , search for type = "furnace" . All three furnaces can be found ...
- Thu Sep 26, 2019 11:17 pm
- Forum: Modding help
- Topic: How to change assembling-machine-1 to use coal
- Replies: 7
- Views: 2064
Re: How to change assembling-machine-1 to use coal
Ok so looking into this a bit, if i use the category = "smelting", what ever i have created a recipe for will automatically create the given output. But my intention is to use the same ingredient to output different things. For instance I would like to be able to select either crushed sto...
- Thu Sep 26, 2019 6:46 pm
- Forum: Modding help
- Topic: How to change assembling-machine-1 to use coal
- Replies: 7
- Views: 2064
Re: How to change assembling-machine-1 to use coal
Instead of giving a direct answer, I would like to give you a hint first, and see if you can find it out and learn the process. You can compare between "stone-furnace", "steel-furnace", and "electric-furnace" of the base code. "stone-furnace", "steel-furn...
- Thu Sep 26, 2019 6:39 pm
- Forum: Modding help
- Topic: [SOLVED]Need help changing starting items for mod
- Replies: 4
- Views: 1279
- Thu Sep 26, 2019 4:14 pm
- Forum: Modding help
- Topic: [SOLVED]Need help changing starting items for mod
- Replies: 4
- Views: 1279
Re: Need help changing starting items for mod
You may use remove_item to remove a specific item type, or clear_items_inside to remove all items from inventory. player.remove_item{name="iron-plate", count=40} player.clear_items_inside() Factorio API is the site you can find all (most?) Lua commands you can use, so bookmark this.
- Wed Sep 25, 2019 8:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved] Rich text input assistant GUI
- Replies: 9
- Views: 2943
Re: Rich text input assistant GUI
Thanks for your work!LuziferSenpai wrote: βThu Sep 19, 2019 1:43 pmhttps://mods.factorio.com/mod/Rich_Text_Helper
Too bad I did not notice it earlier!
Briefly tested, and your mod achieved what I wanted.
- Sun Sep 01, 2019 5:32 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved] Rich text input assistant GUI
- Replies: 9
- Views: 2943
Re: Rich text input assistant GUI
Thanks! Looking forward to it.
- Fri Aug 30, 2019 3:47 pm
- Forum: Mod portal Discussion
- Topic: [Suggestion] Better sorting on User Pages.
- Replies: 4
- Views: 1693
Re: [Suggestion] Better sorting on User Pages.
I have seen the mod portal now has the mods sorted in descending order on number of downloads. But is it possible to have some flags (like some "?key=name&order=asc" after the URL) to sort in the old way? Sometimes I want to scan through and test mods of an author, so allowing the old ...
- Wed Jul 31, 2019 1:27 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136952
Re: Version 0.17.60
I don't get why you guys are so aggressive. I didn't even express any stance (agree or oppose) on the new basic oil processing recipe. (In fact this week I was spending time on other stuff, don't even have time to look into this.) I am still neutral to this recipe, till this point. I was just propos...
- Wed Jul 31, 2019 12:19 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136952
Re: Version 0.17.60
Just a recommendation to devs. When there are any "very" controversial/unsure/experimental features, can they be implemented as mods (instead of minor versions)? Modding is not only done by players, but can be done by devs as well. Just like Klonan has made some mods in the past, most(all?...
- Mon Jul 29, 2019 5:53 pm
- Forum: Modding interface requests
- Topic: Changing LuaCustomChartTag::position to writable? Or?
- Replies: 2
- Views: 821
Re: Changing LuaCustomChartTag::position to writable? Or?
How about before replacing the new tag, check if it is already chunk-aligned? Let me show my code of method 3: local area = { {npos.x - 0.1, npos.y - 0.1}, {npos.x + 0.1, npos.y + 0.1} } if next(force.find_chart_tags(surface, area)) == nil then force.add_chart_tag(surface, newtag) tag.destroy() end...
- Mon Jul 29, 2019 5:24 pm
- Forum: Modding interface requests
- Topic: Changing LuaCustomChartTag::position to writable? Or?
- Replies: 2
- Views: 821
Changing LuaCustomChartTag::position to writable? Or?
It seems LuaCustomChartTag::position is read-only? https://lua-api.factorio.com/latest/LuaCustomChartTag.html shows: class LuaCustomChartTag ... position :: Position [R] The position of this tag. ... My use case is that I want to make a mod that auto-align chart tags to chunks, so the icons will til...
- Sat Jul 27, 2019 3:49 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved] Rich text input assistant GUI
- Replies: 9
- Views: 2943
Re: Rich text input assistant GUI
Like this GUI? https://mods-data.factorio.com/assets/6d69c6fa57489ce2df1fe57c694c93fd309efd5c.png This GUI is from Creative Chests Yes, somehow like that, although I prefer it to be categorized and smaller (thus it can be side-by-side with the station name input box). The vanilla map chart tag sele...
- Thu Jul 25, 2019 10:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved] Rich text input assistant GUI
- Replies: 9
- Views: 2943
[Solved] Rich text input assistant GUI
My main use would be using icons in station names (e.g., "Copper ore unload", "Copper ore load 1", etc.). Replacing those text with icons (as rich text) would be nice and quick to look up. Another use could be typing those rich text into chat. I expect the following features to b...
- Tue Jul 23, 2019 7:52 pm
- Forum: Modding help
- Topic: [Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
- Replies: 4
- Views: 1048
Re: [>= 0.17.57] Use of LuaRecipePrototype::hidden_from_player_crafting?
Thank you, it works.
Did not expect different names in different stage. Good information!
Did not expect different names in different stage. Good information!
- Tue Jul 23, 2019 6:51 pm
- Forum: Modding help
- Topic: [Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
- Replies: 4
- Views: 1048
Re: [>= 0.17.57] Use of LuaRecipePrototype::hidden_from_player_crafting?
In my Schall Alien Loot mod, I modify the recipe prototypes like: { type = "recipe", name = "coal-from-alien-ore-1", icons = { {icon = "__base__/graphics/icons/mip/coal.png"}, {icon = "__SchallAlienLoot__/graphics/icons/from-alien-ore-1.png"} }, icon_size = 64...
- Tue Jul 23, 2019 6:35 pm
- Forum: Modding help
- Topic: [Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
- Replies: 4
- Views: 1048
[Solved] Use of LuaRecipePrototype::hidden_from_player_crafting?
0.17.57 has introduced LuaRecipePrototype::hidden_from_player_crafting . What does it do actually? I set this flag = true to some recipes in my mod. I expected those recipes will be hidden by "E" key player crafting GUI, but still selectable in assembling machines. BUT I have not found it ...
- Thu Jul 18, 2019 11:51 am
- Forum: Duplicates
- Topic: [0.17.58] Options language settings not saved
- Replies: 1
- Views: 617
[0.17.58] Options language settings not saved
I develop various localization for my mods, so I have to switch "options" - "interface" - "language" settings a lot. My usual practice is to change the language to "Deutsch (de)", then quit and restart the game. The game starts in the new language, so I can se...