I think Scooty's Armor Swap does similar:
https://mods.factorio.com/mod/scootys-armor-swap
Search found 69 matches
- Wed Mar 20, 2024 5:32 pm
- Forum: Modding discussion
- Topic: How to swap armors without dropping items?
- Replies: 8
- Views: 3478
- Thu Jan 18, 2024 3:18 pm
- Forum: Technical Help
- Topic: [1.1.102] "Version mismatch detected!"
- Replies: 1
- Views: 572
[1.1.102] "Version mismatch detected!"
Hi, I am getting this error after updating to 1.1.102: ``` Version mismatch detected! You are running version 1.1.102 (build 62103). Server is running version 1.1.102 (build 62097). ``` I am hosting a headless server on Windows 10 (my old PC) and downloaded the experimental from the website (https:/...
- Mon Jul 10, 2023 1:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Crash re-connecting to server "MultiplayerManager trying to create scenario but it exists already."
- Replies: 1
- Views: 614
[1.1.87] Crash re-connecting to server "MultiplayerManager trying to create scenario but it exists already."
1. After firing artillery at many nests using Artillery Bombardment Remote mod, the server couldn't keep up and my client showed the "Server Not Responding" modal with the progress bar. After a few attempts to pause / unpause, my client was disconnected. I chose Reconnect on the dialog. 2....
- Mon Sep 26, 2022 9:01 pm
- Forum: Modding help
- Topic: Allowing only biters to walk on water
- Replies: 0
- Views: 741
Allowing only biters to walk on water
Hi, I want to update my mod (https://mods.factorio.com/mod/CitiesOfEarth3) to allow biters & spitters to walk on water (not deep water). I've reviewed a couple of mods that do similar (https://mods.factorio.com/mod/walkable-water) & (https://mods.factorio.com/mod/Noxys_Swimming). I extracted...
- Sat Mar 26, 2022 12:09 am
- Forum: Modding help
- Topic: Adding "energy_usage" to "market"
- Replies: 1
- Views: 1147
Adding "energy_usage" to "market"
Hi, I'm wanting to use the market entity as a source for a teleporter entity but have it require energy to activate. I've created a data:extend and added some energy attributes to it, but the created entity doesn't require power. Is there an additional attribute I need to add for it to recognize it ...
- Tue Nov 30, 2021 10:56 pm
- Forum: Mod portal Discussion
- Topic: I can't log into mod portal
- Replies: 26
- Views: 7757
Re: I can't log into mod portal
Hi,
Firefox shows that I have 5 cookies for 'factorio.com', but it doesn't let me interact with them. I can't tell anything more than that.
I don't use FF, so if there is an extension that lets me manipulate cookies, I'll get it.
Firefox shows that I have 5 cookies for 'factorio.com', but it doesn't let me interact with them. I can't tell anything more than that.
I don't use FF, so if there is an extension that lets me manipulate cookies, I'll get it.
- Mon Nov 29, 2021 9:50 pm
- Forum: Mod portal Discussion
- Topic: I can't log into mod portal
- Replies: 26
- Views: 7757
Re: I can't log into mod portal
I was able to login using Firefox.
But that doesn't change that login is broken on the mod portal for some browsers.
But that doesn't change that login is broken on the mod portal for some browsers.
- Sun Nov 28, 2021 11:34 pm
- Forum: Mod portal Discussion
- Topic: I can't log into mod portal
- Replies: 26
- Views: 7757
Re: I can't log into mod portal
I am unable to log into the mod portal today. I made an update to one of my mods last weekend (Nov 20, 2021) and need to make a bug fix. As with others, I got an error, cleared cookies, and now just get returned to the login page. Also (perhaps unrelated) the search function is not working. I have t...
- Thu May 20, 2021 10:49 pm
- Forum: Modding help
- Topic: Mod to boost Blue Science
- Replies: 3
- Views: 1582
Re: Mod to boost Blue Science
Thank you.
When I got into it, I realized the change I wanted to make was to the crafting time (aka energy_required).
I also learned that the quotes(") from this website don't go well with copy / paste. I got an ugly error about unexpected char(266).
When I got into it, I realized the change I wanted to make was to the crafting time (aka energy_required).
I also learned that the quotes(") from this website don't go well with copy / paste. I got an ugly error about unexpected char(266).
- Thu May 20, 2021 1:51 am
- Forum: Modding help
- Topic: Mod to boost Blue Science
- Replies: 3
- Views: 1582
Mod to boost Blue Science
Hi, I'd like to create a simple mod that changes the output of Blue Science to twice what it currently provides. I've written a of couple mods, so I understand that part. What I don't know is how to change a recipe. Could someone post the basic structure of what I need to do to modify this? (I think...
- Wed May 19, 2021 10:26 pm
- Forum: Multiplayer
- Topic: Earth Economy Multiplayer Map HELP
- Replies: 8
- Views: 4994
Re: Earth Economy Multiplayer Map HELP
Hi, You might find my two mods a helpful starting point: https://mods.factorio.com/mod/FactorioEarth https://mods.factorio.com/mod/CitiesOfEarth I do not control spawning of resources for the entire planet in these mods, but adding that could be done through a module and startup option. As an aside,...
- Sun Apr 05, 2020 8:44 pm
- Forum: Not a bug
- Topic: [0.18.17] Constant Combinator Icons Do Not Rotate
- Replies: 2
- Views: 1163
[0.18.17] Constant Combinator Icons Do Not Rotate
Hi, 1. When I place a blueprint, the icons within the constant combinator do not rotate with the blueprint. - See attached image for an example. 2. The internal icons maintain their position. 3. I want the icons to rotate with the constant combinator. Additional Info: I use constant combinators when...
- Sat Apr 04, 2020 12:45 am
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 17376
Re: Friday Facts #341 - Audio, Artillery, Attenuation
When you do work on the UI sounds, can you add a control specific to muting the notification when someone types a message?
In multiplayer, a couple people typing can get really annoying. The only solution being to mute more sounds than I want.
thanks
In multiplayer, a couple people typing can get really annoying. The only solution being to mute more sounds than I want.
thanks
- Sat Mar 21, 2020 3:23 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 119
- Views: 129552
Re: [MOD 0.18] Squeak Through 1.8.0
Do you know if it is possible to have this type of functionality in a scenario (e.g. not a mod)?
I know there are limitations to scenarios that they can't extend / modify the data object.
thanks
I know there are limitations to scenarios that they can't extend / modify the data object.
thanks
- Sat Aug 17, 2019 3:12 am
- Forum: Maps and Scenarios
- Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
- Replies: 75
- Views: 68018
Re: Factorio Abandoned Colony/Cities (WIP and really large map)
I have explored this scenario using a train as much as I can.
This is a fantastic creation!
Much appreciation to you, the Creator.
jon
This is a fantastic creation!
Much appreciation to you, the Creator.
jon
- Sun Feb 17, 2019 5:42 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Roboport Grid Layout v04
- Replies: 12
- Views: 25546
Re: Roboport Grid Layout v04
Hey maybe it's a bit too late, but "Book: Outposts, Depots, Power, Rails v04" URL leads to 404. Would be nice to fix that. Thanks! :) I plan to release a version 6 once 0.17 drops and I re-do science. I've made lots of improvements and am wanting to share! jon Oh I see, makes lots of sens...
- Sat Feb 16, 2019 10:51 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Roboport Grid Layout v04
- Replies: 12
- Views: 25546
Re: Roboport Grid Layout v04
I plan to release a version 6 once 0.17 drops and I re-do science. I've made lots of improvements and am wanting to share!
jon
- Sat Oct 06, 2018 10:56 pm
- Forum: Modding help
- Topic: Deleted Resource Help
- Replies: 6
- Views: 2349
Re: Deleted Resource Help
Just out of curiosity, which idiot (mod) is running around deleting base prototypes like that instead of removing the autoplace? Omnimatter. And it removes the autoplace too: data.raw.resource["crude-oil"] = nil data.raw["autoplace-control"]["crude-oil"] = nil data.raw...
- Sat Oct 06, 2018 4:01 am
- Forum: Modding help
- Topic: Deleted Resource Help
- Replies: 6
- Views: 2349
Re: Deleted Resource Help
Thank you.
(I would love to be smart enough to figure that out by reading the API docs.)
jon
(I would love to be smart enough to figure that out by reading the API docs.)
jon
- Sat Oct 06, 2018 2:42 am
- Forum: Modding help
- Topic: Deleted Resource Help
- Replies: 6
- Views: 2349
Deleted Resource Help
Hi, I have a mod (Factorio World) that spawns basic resources when a player is teleported to a location: surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT, position={oil_patch_x, oil_patch_y}}) (This is done in a script called from control.lua.) However, I have learned that ...