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by Xorimuth
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...
by Xorimuth
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 ...
by Xorimuth
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

asheiduk wrote:
Fri Aug 05, 2022 6:12 am
CaitSith2 wrote:
Fri Aug 05, 2022 1:45 am
1. Create a filter for one item, such as repair pack
Image
How do you do this? Is this possible in vanilla or do you need some mod for this?
I made a mod for it: https://mods.factorio.com/mod/FilterChests
by Xorimuth
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 ...
by Xorimuth
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...
by Xorimuth
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 :)
by Xorimuth
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...
by Xorimuth
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.
by Xorimuth
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...
by Xorimuth
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...
by Xorimuth
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

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
https://lua-api.factorio.com/latest/Con ... gQueueItem 'prerequisite' was added in 1.1.61.
by Xorimuth
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
by Xorimuth
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.
by Xorimuth
Fri Jun 24, 2022 2:24 am
Forum: Implemented Suggestions
Topic: Reverse in-game mod changelog order
Replies: 6
Views: 1652

Re: Reverse in-game mod changelog order

This is implemented in 1.1.61 8-)
(See also: 100077, 99538, viewtopic.php?p=471666#p471666)
by Xorimuth
Thu Jun 16, 2022 11:50 am
Forum: Ideas and Suggestions
Topic: Patrol mode for Spidertron
Replies: 25
Views: 6869

Re: Patrol mode for Spidertron

aka13 wrote:
Thu Jun 16, 2022 11:42 am
I would still love a sheduler as for trains, and I would love to have a loading/unloading station, or the ability to set logistics requests.
Have you seen https://mods.factorio.com/mod/SpidertronPatrols ?
by Xorimuth
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...
by Xorimuth
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
by Xorimuth
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.

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