Search found 429 matches
- Sun May 22, 2022 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles
- Replies: 1
- Views: 304
[1.1.59] collision_mask_util.get_first_unused_layer() doesn’t check tiles
`collision_mask_util.get_first_unused_layer()` doesn’t check for collision masks only used by tiles. If I use it and only assign it to tiles then the next mod that uses it will be given the same layer that I just used. This obviously causes all sorts of problems and is quite hard to diagnose (in my ...
- Sat May 21, 2022 11:57 pm
- Forum: Won't implement
- Topic: Allow mods to default custom presets
- Replies: 7
- Views: 742
Re: Allow mods to default custom presets
+1 Map Gen Presets are part of the intended experience for overhaul mods and not being able to change the default settings seems very strange. Currently you just have hacks like in Space Exploration where it prints "You haven't selected the Space Exploration preset" in the console if you d...
- Thu May 19, 2022 10:17 pm
- Forum: Mod portal Discussion
- Topic: 1.1 search returning a 0.18 mod
- Replies: 2
- Views: 168
1.1 search returning a 0.18 mod
The following search returns a 0.18 mod even though it is specified to be searching v1.1: https://mods.factorio.com/query/realist ... ersion=1.1
- Thu May 19, 2022 9:46 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to enable filter on chest slots
- Replies: 16
- Views: 905
Re: Can such module function be realized?
I did end up making a car-type container mod if you want to experiment with it. I think I left filtering enabled. It would be possible to make a 1x1 grid-snapped version, I suppose. https://mods.factorio.com/mod/shipping-containers Can I give you a suggestion? Can the following information be hidde...
- Thu May 19, 2022 1:56 am
- Forum: Won't implement
- Topic: ElectricPole supply_area_position
- Replies: 1
- Views: 120
ElectricPole supply_area_position
For my mod Power Overload I'd like to add an ElectricPole entity that can only attach to machines on one side. Currently a pole's supply area most be a square at its centre, so instead of shifting that, I've been shifting the pole's collision box, graphics, etc. Unfortunately, a collision box must i...
- Tue May 17, 2022 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 1019
Re: Unified Statistics Panel
You definitely can’t (viewtopic.php?t=76539). I assume ssilk means map as in the world.
- Tue May 17, 2022 11:34 am
- Forum: Modding help
- Topic: Secondary "Power" Grid
- Replies: 8
- Views: 333
Re: Secondary "Power" Grid
The only problem now is that this doesn't prevent powering plasma machines with electricity. Another option is to disable your plasma machines when they touch a normal electric pole's coverage, similar to SE's beacon overload system, also mimicked by Beacon Rebalance . You could make it part of the...
- Tue May 17, 2022 9:58 am
- Forum: Modding help
- Topic: Secondary "Power" Grid
- Replies: 8
- Views: 333
Re: Secondary "Power" Grid
Hey, I'm the author of another power overhaul mod (Power Overload) so I've thought about these things a bit. Here's what I'd suggest for your secondary power grid: Automatically disconnect electric poles from plasma poles whenever they are placed, using a method similar to https://github.com/tburrow...
- Mon May 16, 2022 10:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Circular dependency error doesn't list all mods
- Replies: 3
- Views: 583
[1.1.59] Circular dependency error doesn't list all mods
There's currently a circular dependency issue between Krastorio2 , Space Exploration Postprocess , and Spidertron Tiers which means that all 3 cannot be loaded simultaneously. This is causing many people to seek help on K2 and SE discord servers because there's no indication that Spidertron Tiers is...
- Mon May 16, 2022 4:10 pm
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 9032
Re: [MOD 1.0+] Larger Lamps
Have you thought about adding integration in the form of a recipe change for glass? I prefer it when the material-providing mod is responsible for the integration. For example IR2 added glass to lamp recipes (both this mod's and vanilla's small lamps). Agreed - I'll submit a change to AAI for this ...
- Sun May 15, 2022 3:54 am
- Forum: Modding help
- Topic: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
- Replies: 6
- Views: 324
Re: Make an entity unplaceable on stone path/concrete/refined concrete/etc?
Yes, see Klonan’s transport drones for a path tile that you can’t place any other entity on, just using collision masks.
- Sat May 14, 2022 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 4643
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
https://mods.factorio.com/mod/CursorEnhancements allows you to shift-scroll through tiles if you have them already crafted.
- Fri May 13, 2022 7:47 am
- Forum: Ideas and Suggestions
- Topic: [0.15.1] Improvements to the mod options
- Replies: 15
- Views: 1299
Re: [0.15.1] Improvements to the mod options
Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though. My reasoning for using colors in the setting names was that players can see at a glance what the setting's default value, without having to move the cursor to show the ...
- Fri May 13, 2022 6:09 am
- Forum: Ideas and Suggestions
- Topic: [0.15.1] Improvements to the mod options
- Replies: 15
- Views: 1299
- Fri May 13, 2022 6:07 am
- Forum: Ideas and Requests For Mods
- Topic: Coloring Cars (And other entities) Similar to Trains
- Replies: 3
- Views: 144
Re: Coloring Cars (And other entities) Similar to Trains
This almost certainly isn't possible with the current API, you'd have to request the devs to add it.
Similar-ish request: viewtopic.php?f=28&t=97238
Similar-ish request: viewtopic.php?f=28&t=97238
- Tue May 10, 2022 8:08 pm
- Forum: Modding help
- Topic: How to get the translation?
- Replies: 19
- Views: 601
Re: How to get the translation?
Note that you can use flib's set_use_local_storage to avoid storing anything in global (I think) but at the expense of needing to regenerate the dictionary every load (generating the dictionary causes quite large network traffic in multiplayer).
- Tue May 10, 2022 6:36 pm
- Forum: Modding help
- Topic: How to get the translation?
- Replies: 19
- Views: 601
Re: How to get the translation?
You're right I haven't said why I'm doing all this. I want to create a dictionary from which to filter a word (or fragment of a word) in the translations. Yes, that's what I'm looking for, but that MOD uses a library that I don't understand, and I have tried to understand it. Fair enough - though I...
- Tue May 10, 2022 6:01 pm
- Forum: Modding help
- Topic: How to get the translation?
- Replies: 19
- Views: 601
Re: How to get the translation?
I'm not very familiar with how the translation API works. Does it do things that you can't with simple localised printing? Where do you need to display the translated strings? Normally I just do, for example, "game.print({"item-name.iron-plate"})" and it selects the correct tran...
- Thu May 05, 2022 3:21 pm
- Forum: Modding help
- Topic: What happens with integer overflow?
- Replies: 12
- Views: 531
Re: What happens with integer overflow?
Ok, thanks! In my case, with the mod I'm modifying, I'm taking game.tick and adding an additional number to it before storing it away. While this obviously shouldn't be an issue for a long time, I just wanted to make sure it wouldn't start causing crashing or anything when someone starts nearing th...
- Tue May 03, 2022 3:43 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 7404
Re: Version 1.1.58
[*]Fixed an issue with item-with-inventory extending inventories and quickbars. (https://forums.factorio.com/102095) Alternatively is there a mod out that that allows players to add more toolbar-like slots (allowing mouse access to items and/or blueprints. I don't care about keyboard shortcuts). ht...