Search found 569 matches
- Tue May 31, 2022 12:28 pm
- Forum: Modding help
- Topic: [Fixed]Can't completely hide items.
- Replies: 4
- Views: 864
Re: Can't completely hide items.
I've never seen someone set item.group to nil. You can set items to hidden with the "flags" property. https://wiki.factorio.com/Prototype/Item#flags
- Wed May 25, 2022 8:24 pm
- Forum: Bug Reports
- Topic: [1.1.50] Desync after joining server for a few seconds
- Replies: 4
- Views: 1383
Re: [1.1.50] Desync after joining server for a few seconds
I am playing on a brand new save, with no mods, in freeplay, after being connected to the server for ~10 seconds, no matter what I do, I desync. I am hosting the server myself with an external host, running Linux headless Factorio v1.1.50 on Ubuntu. I have tried restarting both the client and the s...
- Tue May 24, 2022 8:37 pm
- Forum: Modding help
- Topic: What events does my mod listen to?
- Replies: 2
- Views: 554
Re: What events does my mod listen to?
You can run https://lua-api.factorio.com/latest/Lua ... nt_handler on every event ID. Not sure how to know what range to use given custom events.
- Mon May 23, 2022 3:50 pm
- Forum: Gameplay Help
- Topic: Is this a bug or a feature?
- Replies: 3
- Views: 790
Re: Is this a bug or a feature?
Train is no longer waiting at the station, but it has not departed yet, so it has not released its reservation at the stop yet. This is important so that another train does not path to the stop while there is no space for it. It does, however, mean that you cannot make two trains "swap stations...
- Mon May 23, 2022 3:29 am
- Forum: Modding help
- Topic: How can I get the "index" of the current character in "script. On_init"
- Replies: 4
- Views: 919
Re: How can I get the "index" of the current character in "script. On_init"
The mod doesn't know whose computer it is running on--it runs on everyone's simultaneously. There is no "me", there is only player 1, player 2, etc. The mod can receive events every time any player does something like open a GUI or press a key, with a link to the player that did it. There ...
- Mon May 23, 2022 1:25 am
- Forum: Modding help
- Topic: How can I get the "index" of the current character in "script. On_init"
- Replies: 4
- Views: 919
Re: How can I get the "index" of the current character in "script. On_init"
Mod scripts run at the game level, and execute the same code on every player's machine. They can access every player's data all the time. To find every player's characters, use: for index, player in pairs(game.players) do local character = player.character if character ~= nil then -- Do stuff with c...
- Sat May 21, 2022 1:18 pm
- Forum: Gameplay Help
- Topic: Way to stop trains from stopping when stations goes disabled
- Replies: 10
- Views: 1960
Re: Way to stop trains from stopping when stations goes disabled
What does the train and its schedule say when it stops? The schedule will skip to the depot if all the resupply stops are disabled. If the train says "No path", then you need to build a turnaround loop at the resupply station so that it can get back to the depot. If the train says "De...
- Fri May 20, 2022 10:06 pm
- Forum: Questions, reviews and ratings
- Topic: Research Problem
- Replies: 3
- Views: 649
Re: Research Problem
That would depend on which mods you installed? Most don't affect research at all but some do a whole lot. Either way, there should be no chamge at all if you save now and then immediately load the save. That would be gane-breaking.
- Fri May 20, 2022 7:42 pm
- Forum: Modding help
- Topic: How to reference base Prototype fields for building other prototypes
- Replies: 10
- Views: 1214
Re: How to reference base Prototype fields for building other prototypes
Start a game and press ctrl-shift-E for the prototype explorer. You can see the actual value it is using, which should be the 0.5 default value in that case.
- Fri May 20, 2022 10:58 am
- Forum: Ideas and Suggestions
- Topic: Add button “Toggle robotic network” to shortcut bar
- Replies: 19
- Views: 3717
Re: Add button “Toggle robotic network” to shortcut bar
There is a mod that attempts to give the desired result, but they use a lot of code to trick the existing system and it has to be manually applied to specific ghosts. https://mods.factorio.com/mod/BotPrioritizer
- Thu May 19, 2022 12:24 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to enable filter on chest slots
- Replies: 16
- Views: 2611
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
https://mods.factorio.com/mod/shipping-containers
- Tue May 17, 2022 1:47 am
- Forum: Modding help
- Topic: Secondary "Power" Grid
- Replies: 8
- Views: 1016
Re: Secondary "Power" Grid
Electric grid is a hard-coded behavior. You can have any number of actual grids on the map, where each grid is a group of electric poles that don't connect to poles in any other grid. Electric pole wiring can be changed by scripts, so in theory you could have your mod's scripts make sure that the &q...
- Mon May 16, 2022 9:07 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 5561
Re: [0.17] Make Pipette also copy recipe
The problem with a mod is getting people to install your mod just to join your game, or even worse, trying to talk them into shutting down their server, installing a mod for you, and then hosting again. I feel ya! I don't play on other people's servers much so it's easy to forget that perspective. ...
- Mon May 16, 2022 8:21 pm
- Forum: Not a bug
- Topic: [1.1.59] Graphical: Belt behind chemical plant
- Replies: 3
- Views: 762
Re: [1.1.59] Graphical: Belt behind chemical plant
The pipe connections are supposed to extend out, to make it clear they are connection points. I don't see a problem with how it is now; it would be weirder if the belt went over something.
- Mon May 16, 2022 8:19 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 5561
Re: [0.17] Make Pipette also copy recipe
Glad what is there will work for you! TBH, we just witnessed what happens when you *do* add all manner of features to a user interface, without enough explanation to the user. So simply adding fearures is not enough to improve player experience. There has to be thought into how the player will expec...
- Mon May 16, 2022 5:07 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 5561
Re: [0.17] Make Pipette also copy recipe
I remembered an obscure feature and tested it just now. I think the feature you want may already exist in vanilla. 1. In Vanilla Factorio, use "Alt-B" to get the "select blueprint" tool. 2. Hold shift and click on an assembler. 3. You instantly get a blueprint ghost in your curso...
- Mon May 16, 2022 12:28 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 5561
Re: [0.17] Make Pipette also copy recipe
It would simply create a temporary blueprint in the cursor of whatever you have selected, and delete it afterwards . (The point of the mod would be to do the deletion for you automatically) If people don't agree with you on the forum, maybe they will understand if they get to try it in the game Hav...
- Mon May 16, 2022 2:04 am
- Forum: Fixed for 2.0
- Topic: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
- Replies: 4
- Views: 1194
Re: [1.1.59] Custom input's include_selected_prototype does not work on fluid slots in crafting machines
The assembler fluidbox API is a hot mess , so I'm not surprised it's not doing what you want. Assembler fluidboxes are assigned at runtime based on what recipe is selected. Each recipe can ignore, use, or merge the N different prototype fluidboxes to make M = (between 0 and N) dynamic fluidboxes. T...
- Mon May 16, 2022 12:00 am
- Forum: Ideas and Suggestions
- Topic: Potentially easy chest-behavior performance optimization
- Replies: 33
- Views: 6788
Re: Potentially easy chest-behavior performance optimization
@robot256 I didn’t explain it good enough. I meant this: a chest has 2 modes of operation: the current one and a new one, which is as long on, as the preconditions are fulfilled, which was a) only one item type, b) no gaps between the slots and what I forgot was c) in/outsertion by inserters/robots...
- Sun May 15, 2022 11:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make Pipette also copy recipe
- Replies: 42
- Views: 5561
Re: [0.17] Make Pipette also copy recipe
Pretty sure it would be trivial to add a mod that adds this behavior. That is a poor suggestion for any existing suggestion. Then people have to use the same mods to play together. It's the best suggestion for a controversial suggestion like this one. If people don't agree with you on the forum, ma...