Search found 600 matches
- Mon Aug 15, 2022 6:31 am
- Forum: Modding help
- Topic: Add custom Train driving animation
- Replies: 5
- Views: 557
Re: Add custom Train driving animation
But is there a way to create a script that gets the rotation and speed of the locomotive, and then places a animated image on top of the locomotive? Yes: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.orientation https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.speed I'd r...
- Mon Aug 15, 2022 3:40 am
- Forum: Questions, reviews and ratings
- Topic: Mod list sharing for the purpose of reporting issues with a mod
- Replies: 10
- Views: 1263
Re: Mod list sharing for the purpose of reporting issues with a mod
I usually just take the list from the current log, where the game dumps the mods as they are being loaded, but they are repeated in that list and it's hard to know where the repetitions start when you are using 100+ mods. Besides, some mods dump info in the middle of the loading process when makes ...
- Fri Aug 05, 2022 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.64] chest filter bug
- Replies: 4
- Views: 1976
Re: [1.1.64] chest filter bug
I made a mod for it: https://mods.factorio.com/mod/FilterChests
- Thu Aug 04, 2022 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.64] Spidertron teleportation cross-surface does not respect position parameter
- Replies: 1
- Views: 1625
[1.1.64] Spidertron teleportation cross-surface does not respect position parameter
To reproduce: - Place a spidertron on "nauvis" at position {0, 0} - Create a surface "nauvis-2" - Hover over the spidertron and run "/c game.player.selected.teleport({10, 0}, "nauvis-2")" - Observe that the spidertron is correctly on "nauvis-2", but ...
- Sat Jul 30, 2022 3:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.63] Linked container inventories are cleared when script fast-replacing
- Replies: 1
- Views: 1510
[1.1.63] Linked container inventories are cleared when script fast-replacing
To reproduce, load this save, which uses my Filter Chests mod to add an alternative linked chest prototype. (The fact that it is filtered is irrelevant to the bug report). Setup Hover over any of the top chests and run this command /c chest = game.player.selected game.player.surface.create_entity{na...
- Sat Jul 16, 2022 3:50 am
- Forum: Modding interface requests
- Topic: Character corpse arbitrary color support
- Replies: 5
- Views: 1248
Re: Character corpse arbitrary color support
Implemented in Spidertron Enhancements 1.8.6: https://github.com/tburrows13/Spidertro ... 27b8deba4a
- Fri Jul 15, 2022 10:59 pm
- Forum: Modding interface requests
- Topic: Character corpse arbitrary color support
- Replies: 5
- Views: 1248
Re: Character corpse arbitrary color support
Thanks for the suggestion, that is genius! It needs some scripting to remove the corpse once the (invisible) character corpse has been emptied, but that should be straightforward. I’ll release the update tonight 
- Fri Jul 15, 2022 2:42 pm
- Forum: Modding help
- Topic: Space E. mod and (+ many mods) loading error.
- Replies: 3
- Views: 473
Re: Space E. mod and (+ many mods) loading error.
You probably have dectorio installed. If so, then load it by itself and turn off all the tiles that it adds, in mod settings. If it’s isn’t dectorio causing the problem then it might be asphalt roads. Thank you very very very much, my friend. You are great. Problem solved. But why am I getting such...
- Fri Jul 15, 2022 2:27 pm
- Forum: Modding help
- Topic: Space E. mod and (+ many mods) loading error.
- Replies: 3
- Views: 473
Re: Space E. mod and (+ many mods) loading error.
You probably have dectorio installed. If so, then load it by itself and turn off all the tiles that it adds, in mod settings.
If it’s isn’t dectorio causing the problem then it might be asphalt roads.
If it’s isn’t dectorio causing the problem then it might be asphalt roads.
- Fri Jul 08, 2022 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Reset dropdown setting to default message doesn't use localised string
- Replies: 1
- Views: 1487
[1.1.61] Reset dropdown setting to default message doesn't use localised string
Not sure if this is intended or not... The "Reset setting to default: default-setting" tooltip only uses the internal name for the setting string, not the localised name specified by `string-mod-setting` in the locale. See AAI Containers for an example: it says "Vanilla" rather t...
- Tue Jun 28, 2022 10:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.61] Reset setting to default is allowed in startup settings whilst map is running
- Replies: 1
- Views: 1523
[Rseding91] [1.1.61] Reset setting to default is allowed in startup settings whilst map is running
To reproduce: - Install a mod with a startup setting - Change it from default - Load a map - Open Mod settings > Startup - Observe that the GUI doesn't allow these settings to be changed, but the individual 'reset setting to default' buttons are still active. Ideally they should be not visibly activ...
- Sun Jun 26, 2022 1:13 am
- Forum: Modding interface requests
- Topic: Better API for interacting with the crafting queue
- Replies: 2
- Views: 1135
Re: Better API for interacting with the crafting queue
https://lua-api.factorio.com/latest/Con ... gQueueItem 'prerequisite' was added in 1.1.61.Danielv123 wrote: ↑Sun Aug 15, 2021 12:44 pm* There is no way to tell what is an intermediate craft vs final product without using ugly hacks
- Sun Jun 26, 2022 12:59 am
- Forum: Releases
- Topic: Version 1.1.61
- Replies: 9
- Views: 13447
Re: Version 1.1.61
Also missing from the changelog is the 'prerequisite' field in https://lua-api.factorio.com/latest/Lua ... ting_queue
- Sat Jun 25, 2022 3:45 am
- Forum: Implemented mod requests
- Topic: crafting_queue_progress write
- Replies: 1
- Views: 752
Re: crafting_queue_progress write
Implemented in 1.1.61.
- Fri Jun 24, 2022 2:24 am
- Forum: Implemented Suggestions
- Topic: Reverse in-game mod changelog order
- Replies: 6
- Views: 1652
- Wed Jun 22, 2022 1:25 pm
- Forum: Duplicates
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 819
Re: hand_location is incorrect when holding a blueprint in a blueprint book
I think this is a duplicate of 93175?
- Thu Jun 16, 2022 11:50 am
- Forum: Ideas and Suggestions
- Topic: Patrol mode for Spidertron
- Replies: 25
- Views: 6869
- Sat Jun 11, 2022 6:04 pm
- Forum: Gameplay Help
- Topic: How to do 100 iron plates per second?
- Replies: 6
- Views: 1270
Re: How to do 100 iron plates per second?
https://kirkmcdonald.github.io/calc.html#data=1-1-19&rate=s&items=iron-plate:r:100 Sorry, I’m a beginner, this is a task I need to solve for my studies (such a task I was given, in a playful form) - could you describe it in more detail? I also know that this task must be completed in 3-4 ho...
- Thu Jun 09, 2022 2:31 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 17
- Views: 2902
Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading
Just discovered that this is already solved for mod achievements! How many mods add achievements vs shortcuts or tips...? 64884
- Mon Jun 06, 2022 2:57 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype.height (for spidertrons)
- Replies: 1
- Views: 773
Re: LuaEntityPrototype.height (for spidertrons)
LuaEntityPrototype::height was added in 1.1.60, along a bunch of other spider-vehicle attributes.