Everything for them was implemented, except for the important part where they get read into the gamePi-C wrote: Sun Jun 19, 2022 5:28 pm I thought they already were implemented. At least the prototype browser shows fields for reverse filters:
Search found 1828 matches
- Fri Jul 01, 2022 12:16 am
- Forum: Implemented mod requests
- Topic: reverse_entity_type_filters please
- Replies: 10
- Views: 4105
Re: reverse_entity_type_filters please
- Wed Jun 15, 2022 1:23 am
- Forum: Implemented mod requests
- Topic: reverse_entity_type_filters please
- Replies: 10
- Views: 4105
Re: reverse_entity_type_filters please
Some love was added for the next versionmoon69 wrote: Mon Jun 13, 2022 8:12 pm "reverse" can't help it they are a little bit backward - they still deserve some filter love? please?
- Thu Apr 21, 2022 2:37 am
- Forum: Technical Help
- Topic: [1.1.57] Error loading save "Entity ... belongs to invalid force index"
- Replies: 2
- Views: 1599
Re: [1.1.57] Error loading save "Entity ... belongs to invalid force index"
I didn't see any heatpipes at those coords, But I did get it to load, no promises that nothing else got broke in the process though!
- Thu Apr 21, 2022 2:37 am
- Forum: Technical Help
- Topic: [1.1.57] Invalid Force ID -- How to fix
- Replies: 2
- Views: 1472
Re: [1.1.57] Invalid Force ID -- How to fix
Is it cheating if I debug factorio and make it pick a force that exists.
- Thu Apr 21, 2022 2:33 am
- Forum: Technical Help
- Topic: [1.1.57] Error loading save "Entity ... belongs to invalid force index"
- Replies: 2
- Views: 1599
Re: [1.1.57] Error loading save "Entity ... belongs to invalid force index"
I didn't see any heatpipes at those coords, But I did get it to load, no promises that nothing else got broke in the process though!
- Sun Mar 06, 2022 11:26 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 134643
Re: Small documentation improvement requests
MapPosition is missing as an optional for target and source both takes either LuaEntity(with health for target) or MapPosition
-> You're right, thanks, fixed for the next release.
- Fri Dec 04, 2020 5:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.4] Can't fast replace underground belts through script
- Replies: 4
- Views: 2518
[Rseding91] [1.1.4] Can't fast replace underground belts through script
I am 95% sure this used to work
Create a single yellow underneathie, point at it and run
/c entity = game.player.selected;
entity.order_upgrade {force = entity.force, player = game.player, target = "fast-underground-belt"}
entity.surface.create_entity {
name = entity.get_upgrade_target().name ...
Create a single yellow underneathie, point at it and run
/c entity = game.player.selected;
entity.order_upgrade {force = entity.force, player = game.player, target = "fast-underground-belt"}
entity.surface.create_entity {
name = entity.get_upgrade_target().name ...
- Sat Oct 10, 2020 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] LuaEntity::get_upgrade_target() returns nil if a bot is dispatched
- Replies: 2
- Views: 1971
[kovarex] [1.0.0] LuaEntity::get_upgrade_target() returns nil if a bot is dispatched
Plop a yellow belt just inside the end of a construction network with red belts in storage,
Hit it with the upgrade planner
/c game.print(game.player.selected.to_be_upgraded()) -> true
/c game.print(game.player.selected.get_upgrade_target()) -> nil
If there are no red belts in storage upgrade ...
Hit it with the upgrade planner
/c game.print(game.player.selected.to_be_upgraded()) -> true
/c game.print(game.player.selected.get_upgrade_target()) -> nil
If there are no red belts in storage upgrade ...
- Tue Sep 15, 2020 12:29 am
- Forum: Pending
- Topic: [1.0.0] factorio --preset is ignored
- Replies: 2
- Views: 1770
Re: [1.0.0] factorio --preset is ignored
Code: Select all
factorio --load-scenario TestPreset/testpreset --preset rail-world- Mon Sep 14, 2020 3:49 am
- Forum: Pending
- Topic: [1.0.0] factorio --preset is ignored
- Replies: 2
- Views: 1770
[1.0.0] factorio --preset is ignored
Start a mod scenario from the command line
Start Factorio with factorio --load-scenario ModName/ScenarioName --preset default
The scenario is loaded with generic defaults 50x50 size etc
Start Factorio with factorio --load-scenario ModName/ScenarioName --preset default
The scenario is loaded with generic defaults 50x50 size etc
- Sun Aug 23, 2020 4:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] active_index is 1 for a brand new empty blueprint book, is error to use this as inventory index
- Replies: 4
- Views: 5066
Re: [1.0.0] active_index is 1 for a brand new empty blueprint book, is error to use this as inventory index
I second the nil if zero route!
- Sun Aug 23, 2020 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] inv.find_empty_stack('steel-chest')
- Replies: 1
- Views: 3683
[1.0.0] inv.find_empty_stack('steel-chest')
find_empty_stack(item) → LuaItemStack
Finds the first empty stack. Filtered slots are excluded unless a filter item is given.
The optional filter name on find_empty_stack only returns empty filtered stacks
/c game.print(type(game.player.get_main_inventory().find_empty_stack('steel-chest ...
Finds the first empty stack. Filtered slots are excluded unless a filter item is given.
The optional filter name on find_empty_stack only returns empty filtered stacks
/c game.print(type(game.player.get_main_inventory().find_empty_stack('steel-chest ...
- Wed Jul 31, 2019 10:11 pm
- Forum: PyMods
- Topic: Tailings ponds can overflow?
- Replies: 17
- Views: 10502
Re: Tailings ponds can overflow?
Temporarily Possibly as one of the ToDos is 'fix for water tiles'but it is free landfill
Not currently..... But maybe something to add in the future!Does the spill eventually clear up?
- Thu Jul 18, 2019 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Mods using Require in migration scripts
- Replies: 4
- Views: 4371
Re: [Rseding91] Mods using Require in migration scripts
Make sure to update your mods
- Mon Jul 15, 2019 1:03 am
- Forum: Won't fix.
- Topic: 17.56 miner entity status inconsistent
- Replies: 2
- Views: 2105
17.56 miner entity status inconsistent
Checking miner entity status on on_resource_depleted returns low_power
Place 2 resources down next to each other
/c game.player.surface.create_entity{position = game.player.position, name = 'iron-ore', amount =5}
place a chest, and a miner shoving things in it.
When the first resource is depleted ...
Place 2 resources down next to each other
/c game.player.surface.create_entity{position = game.player.position, name = 'iron-ore', amount =5}
place a chest, and a miner shoving things in it.
When the first resource is depleted ...
- Fri Jul 12, 2019 11:37 pm
- Forum: Implemented mod requests
- Topic: Number-only text field
- Replies: 7
- Views: 3119
Re: Number-only text field
Why pcalls though........
- Wed Jul 10, 2019 11:33 pm
- Forum: Technical Help
- Topic: The following mod script files are not identical
- Replies: 8
- Views: 3788
Re: The following mod script files are not identical
This is a mod issue, By the looks of it with one of my mods. Soooooooooo I think I know why just need to time to figure out how to handle it.
- Thu Jun 27, 2019 11:25 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 83687
Re: [MOD 0.12.26] Picker: Easily select items from inventory
I'll see if I can come up with some ideas for this. In the meantime you can use the `edit held item' keybind
Code: Select all
ctrl-shift-`- Thu Jun 20, 2019 2:49 am
- Forum: Implemented mod requests
- Topic: Map editor instant deconstruction should raise events
- Replies: 21
- Views: 11583
Re: Map editor instant deconstruction should raise events
What if destroy in the map editor also destroyed every entity the entity collides with in its collision box? I can't think of anything off the top of my head that could be bad there except very minimal code bloat.
- Sun Jun 16, 2019 7:34 pm
- Forum: Implemented mod requests
- Topic: Belt neighbours
- Replies: 4
- Views: 3146
Re: Belt neighbours
Seconded