Thanks guys,
The Autoplace did the trick
Search found 1449 matches
- Tue Jun 11, 2019 2:50 pm
- Forum: Modding help
- Topic: [Done] Water Question
- Replies: 3
- Views: 742
- Tue Jun 11, 2019 1:49 am
- Forum: Modding help
- Topic: [Done] Water Question
- Replies: 3
- Views: 742
[Done] Water Question
Is there a way to remove water from the game? I tried brute force, but the game errors if there is no "water", "water-mud" or "water-shallow". -- Tiles to Remove vanilla_tiles = { ["grass-1"] = true, ["grass-2"] = true, ["grass-3"] = true, ...
- Sun Jun 09, 2019 11:49 pm
- Forum: Modding help
- Topic: [Done] Filter Question
- Replies: 4
- Views: 892
Re: Filter Question
Got it. Thanks for the explanation.
- Sun Jun 09, 2019 9:45 pm
- Forum: Modding help
- Topic: [Done] Filter Question
- Replies: 4
- Views: 892
Re: Filter Question
The crafting gui displays recipes. The filter gui filters for items. So, it doesn't show the alien artifact because there is no such item or the item is hidden. I have a recipe to craft Alien artifacts from Small Artifacts. Also, what About the Fertilize, I can craft those? https://i.imgur.com/UNfz...
- Sun Jun 09, 2019 9:04 pm
- Forum: Modding help
- Topic: [Done] Filter Question
- Replies: 4
- Views: 892
[Done] Filter Question
Hi,
When I click on a provider chest's filter options, certain items are not showing up to select.
In my mods I can't find Fertilizer or Alien Artifacts. (Search also does not show them)
Why is that? What do I need to change on the items to make them show up?
Thx
When I click on a provider chest's filter options, certain items are not showing up to select.
In my mods I can't find Fertilizer or Alien Artifacts. (Search also does not show them)
Why is that? What do I need to change on the items to make them show up?
Thx
- Sat Jun 08, 2019 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.47] CTD, fluid related
- Replies: 4
- Views: 4378
Re: [0.17.47] CTD, fluid related
Yes, I just tried and it crashed 3 out of 4 times. It is a heavily modded game. Bob/Angels. This is what I did. I just pasted the blueprint of a blast furnace layout. I changed the recipe form Iron to Steel on the top left one and when I pasted it to the one to it's right, it crashes. The one time i...
- Sat Jun 08, 2019 10:08 pm
- Forum: Modding help
- Topic: [Done] Ghost Question
- Replies: 2
- Views: 704
Re: Ghost Question
Thanks!
- Sat Jun 08, 2019 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.47] CTD, fluid related
- Replies: 4
- Views: 4378
[Dominik][0.17.47] CTD, fluid related
Got a CTD while copying and pasting some recipes. Think it was fluid mix issue.
- Thu Jun 06, 2019 4:47 pm
- Forum: Modding help
- Topic: [Done] Ghost Question
- Replies: 2
- Views: 704
[Done] Ghost Question
Is there a way to make an entity not have a ghost when destroyed?
Thanks.
Thanks.
- Wed Jun 05, 2019 8:56 pm
- Forum: Modding help
- Topic: [Done] Create Table Question
- Replies: 6
- Views: 1126
Re: [Done] Create Table Question
Thanks for the information Deadlock.
I did not know all this!
I did not know all this!
- Wed Jun 05, 2019 2:15 pm
- Forum: Modding help
- Topic: [Done] Create Table Question
- Replies: 6
- Views: 1126
Re: [Done] Create Table Question
Is it possible to create a global table in the Data.lua stage, not Control?
- Tue Jun 04, 2019 9:54 pm
- Forum: Modding help
- Topic: Wildcard Question
- Replies: 1
- Views: 506
Wildcard Question
Hi,
How do I use wildcards to identify a name?
The name starts with "bio-" and ends with "-1"
So I want to do something like:
Where * can be anything.
Thanks,
How do I use wildcards to identify a name?
The name starts with "bio-" and ends with "-1"
So I want to do something like:
Code: Select all
if entity.valid and entity.name == "bio-"..*.."-1" then
Thanks,
- Tue Jun 04, 2019 9:33 pm
- Forum: Modding help
- Topic: [Done] Check if an Enity exists in Control
- Replies: 2
- Views: 647
Re: [Done] Check if an Enity exists in Control
Thanks Bilka!
- Tue Jun 04, 2019 9:32 pm
- Forum: Modding help
- Topic: [Done] Create Table Question
- Replies: 6
- Views: 1126
Re: Create Table Question
Thanks Bilka!
- Tue Jun 04, 2019 7:56 pm
- Forum: Modding help
- Topic: [Done] Create Table Question
- Replies: 6
- Views: 1126
[Done] Create Table Question
Hi, Say I have the following: for i=1,20 do local Item = table.deepcopy(data.raw.item["iron-chest"]) Item .name="bio-"..Item .name.."-"..i data:extend({Item}) end I have a table, created_items and I want it to look like this: global.Created_Items = { "bio-iron-ches...
- Tue Jun 04, 2019 7:49 pm
- Forum: Modding help
- Topic: [Done] Check if an Enity exists in Control
- Replies: 2
- Views: 647
[Done] Check if an Enity exists in Control
Hi, How can I check if an entity exists in Control? So in Data.lau I can use if data.raw.tree["xxx"] then I'm setting the following: local sage_1_tree_name = "bio-"..tree_name.."-1" But how can I check if "bio-"..tree_name.."-1" actually exists? Thanks
- Tue Jun 04, 2019 3:40 pm
- Forum: Modding help
- Topic: How to Create Option Buttons
- Replies: 2
- Views: 798
How to Create Option Buttons
Hi, I have an idea for a RPG type mod. One feature I'd like to implement is that you choose goal and then a reward if accomplished. I was playing with Klonan's Teleporters mod and though that would look nice if you had option panels/buttons appear on screen like his mod where you choose the destinat...
- Thu May 30, 2019 4:17 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 47403
Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
True Story!!!!!! Release is ... stable Master is mostly stable The In Dev stuff (data-library branch) is Bleeding edge! However it is not fully backwards compatible. And the hard part is actually getting time to do anything to finish We will probably put heads together and work on getting out a new...
- Thu May 30, 2019 2:28 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 313503
Re: MOD [ 0.17.x] Bio-Industries
Here is the updated Emission Multipliers as of Version 0.17.22
Solid Fuel is at a neutral multiplier, so it will cause no additional pollution.
Thoughts...
Solid Fuel is at a neutral multiplier, so it will cause no additional pollution.
Thoughts...
- Tue May 21, 2019 9:44 pm
- Forum: Already exists
- Topic: Show Individual Evolution Factors
- Replies: 6
- Views: 2168
Re: Show Individual Evolution Factors
Great!
Thanks
Thanks