Search found 260 matches: replace game.on_load() with script.on_load()

Searched query: replace game on load| with script on load|

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by leeux
Sun Mar 31, 2024 5:25 am
Forum: Gameplay Help
Topic: Any way to switch "Request from buffer chests" option for all Requester Chests in an area?
Replies: 2
Views: 297

Any way to switch "Request from buffer chests" option for all Requester Chests in an area?

... and it reduced the matches to just two, but they had nothing to do with what I'm asking for here. Here it is: I would want to grab all requester ... -> sheets transition, mostly) and in order to do that, I'd like to replace the passive providers that hold the plates that the machines in the ...
by lane_ftw
Sat Feb 17, 2024 3:08 pm
Forum: Technical Help
Topic: Anyone have the headless server working in WSL? (Networking)
Replies: 0
Views: 292

Anyone have the headless server working in WSL? (Networking)

I've been playing around with WSL2, and of course one of the first things to try is to get a Factorio server running. Getting a VM up and the server running is easy, however I have not been able to figure out the networking. Server reports ...
by Bilka
Sat Dec 30, 2023 5:35 pm
Forum: Modding help
Topic: Wrangling resource autoplace / noise expressions?
Replies: 5
Views: 630

Re: Converting resource autoplace settings to tile properties / named expressions?

... let's spawn wooden chests on top of all iron patches at positions with x < 10. In runtime code it would look like this script.on_event(defines.events.on_chunk_generated, ... logic and as a multiplier for existing spawning probabilities. To replace iron ore with wooden chests instead of just placing ...
by hlship
Mon Nov 27, 2023 1:13 am
Forum: Modding help
Topic: Help w/ inserters, drop target, etc.
Replies: 4
Views: 503

Help w/ inserters, drop target, etc.

... output. Further, it will remove the inventory block, if any, and replace it with a circuit network override on the inserter (i.e., "blue belts < 1000"). Just ...
by Sachertorte
Tue Oct 31, 2023 2:09 am
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 3863

Re: Alphabetise item icons in rich text by inventory order

... Github: https://github.com/rossjrw/factorio-ordered-rich-text-train-stops This mod adds a pane to the train UI with a list of all stops on that train's surface, ordered as per this thread's suggestion. Example screenshot on the mod page. Trying to actually use ...
by morsk
Tue Oct 24, 2023 3:25 pm
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 777

Re: Last User shows my steam username and not my LAN player name

... all the last-user data. It is possible to rename the old character with a hex editor, but if you do it wrong the game will crash. Also it's ... unzip the map, search the files for the deadname, and have the editor replace it with a new string. If you change the length, you have to also ...
by Milo_Thatch
Thu Sep 21, 2023 4:51 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 30
Views: 3755

Re: I'm looking for information on the train braking mechanic.

... were very useful. I tried for a long time to compute deceleration with the acceleration formula of the wiki, to no end. You can't just replace fuel_acceleration_bonus by the sum of braking forces of the train. And dividing it ...
by yi5
Mon Sep 18, 2023 7:42 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 106
Views: 149557

Re: Re-Enable Achievements...

... Which is basically the same as @pawelzwronek explained with the, find command-ran, then replace 0xFFFF000100 with 0xFFFF000000 Feel free to fork my code and upgrade it (please make ...
by Pi-C
Fri Jul 14, 2023 12:13 pm
Forum: Modding help
Topic: How to use .Insert if I already know the Unit_Number of the chest?
Replies: 10
Views: 994

Re: How to use .Insert if I already know the Unit_Number of the chest?

... game.players[p] then local new_chest = your_surface.create_entity{ -- Replace name and position with the values you need! name = "name-of-your-chest-prototype", position = {x, y}, ...
by Deadlock989
Sat Jul 01, 2023 10:47 am
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
Replies: 2
Views: 1160

[1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)

To reproduce: - Create two loader-1x1s, one with an electric energy source, the other with a fluid energy source (e.g. steam) ... input/output mode of the electric loader. - Pipette the fluid loader and fast-replace the electric loader. - The game will crash. Crash does not occur if replacing ...
by Xorimuth
Mon May 22, 2023 4:30 pm
Forum: Modding help
Topic: How to replace entities on tiles in a migration
Replies: 20
Views: 2722

Re: How to replace entities on tiles in a migration

Hi, I need some help with updating my mod, I am replacing the hidden entity that is placed when a particular ... conclusion that this needs to be done via a migration script. I cannot simply do a replace all for the entity as it is used for other Tiles. I need to be able to check ...
by AlmightyCrumpet
Sun May 21, 2023 8:46 pm
Forum: Modding help
Topic: How to replace entities on tiles in a migration
Replies: 20
Views: 2722

How to replace entities on tiles in a migration

Hi, I need some help with updating my mod, I am replacing the hidden entity that is placed when a particular ... conclusion that this needs to be done via a migration script. I cannot simply do a replace all for the entity as it is used for other Tiles. I need to be able to check the ...
by ptx0
Sat Jan 21, 2023 8:32 pm
Forum: Tools
Topic: Edit Train Schedules via PHP
Replies: 0
Views: 1444

Edit Train Schedules via PHP

... Blueprint strings are just base64-encoded zlib-compressed JSON strings with a version byte prepended (0). This script allows finding & replacing ... as this script 2. Update and/or add entries to the to_find and to_replace array with a piece of, or, the entire station name you wish to replace. ...
by curiosity
Sat Jan 14, 2023 8:52 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6520

Re: What to do with entities after uninstall

... for that. Most mods either alter vanilla entities or add many entities without direct replacements, so player rebuilding is needed anyways. Sure, technically you can replace entities ...
by Theis
Tue Nov 22, 2022 12:11 pm
Forum: Modding interface requests
Topic: Script create_entity with fast_replace should replace belts between undergrounds
Replies: 5
Views: 1384

Script create_entity with fast_replace should replace belts between undergrounds

... to place the second underground belt or pipe to ground, if the transport belts or pipes between the pair were removed. fast-replace-belt.png Top manual placement, bottom is placement through script. Why? It matches the description better If true, building will attempt to ...
by Pi-C
Sun Oct 30, 2022 11:02 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 1834

Re: Another forces mod

... I checked via the editor and it's making a new force each time I join with a different number on the end and keeping the old numbers as well. It ... block is read after the new one and will overwrite the new function. Replace the block at 65-71 with the other one and you should be fine. What ...
by derpumu
Tue Sep 27, 2022 5:14 pm
Forum: Modding help
Topic: Parts of lua execution skipped in for loop?
Replies: 3
Views: 774

Parts of lua execution skipped in for loop?

... chunk_charted) An example output with 2 entities in the charted chunk looks like the attached image: Untitled.png ... whole if/else block that depends on its return value only once? When I replace the condition with something static like "1 ~= 2" the if/else ...
by furrulante
Sun Sep 25, 2022 2:16 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.69] Error loading save: "transport line groups are not consistent"
Replies: 4
Views: 2233

[boskid][1.1.69] Error loading save: "transport line groups are not consistent"

... Loader initialized (threads: 11) 6.963 Warning! Sprite at {0,0; 64x64} from __ScienceCostTweakerM__/graphics/sct-lab-t1/icon-64.png is defined with 4 mipmap levels, but level 1 is expected to be at {64,0; 32x32} which is out of bounds of the source image. 16.342 Sprites loaded 16.354 Generated ...
by N757QQ
Fri Jul 01, 2022 11:03 pm
Forum: Technical Help
Topic: Crash to reboot randomly
Replies: 1
Views: 519

Crash to reboot randomly

... the game crashes to restart on loading. I have been 'fixing' this issue with moving my save and mod folders, uninstalling the game, deleting all game data, reboot, reinstall via Steam then replace the saves and mods. This allows me to play for a week or more without the ...
by theshark556
Sun Jun 19, 2022 9:39 pm
Forum: Technical Help
Topic: [1.1.59] Crash randomly during game init and gameplay
Replies: 1
Views: 970

[1.1.59] Crash randomly during game init and gameplay

... No space science source was found. Replace it. 25.806 Script @__space-exploration__/collision-mask-util-extended/data/collision-mask-util-extended.lua:121: ... 1936144593 27.520 Verbose SimpleEntityPrototype.cpp:19: simple-entity with name se-static-meteor-01 is marked as count_as_rock_for_filtered_deconstruction ...

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