Search found 15 matches
- Thu May 22, 2025 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 63
- Views: 21915
Re: Auto-launching of mixed rockets
Please fix devs. Manually loading rockets with niche items is so tedious. As if quality wasn't tedious enough with not being able to mix ingredient quality levels, now it forces us to manually load rockets too.
- Thu Apr 24, 2025 8:17 pm
- Forum: Implemented Suggestions
- Topic: Option to have Remote View music use the player's real location
- Replies: 10
- Views: 5765
Re: Option to have Remote View music use the player's real location
+1 This should 100% be moved from the hidden settings to the regular settings. Having the music change every time I use remote view is so annoying.
- Mon Jun 24, 2019 11:54 am
- Forum: Minor issues
- Topic: [0.17.50] Upgrade planner doesn't override item request slots
- Replies: 4
- Views: 1866
Re: [0.17.50] Upgrade planner doesn't override item request slots
Thanks for the report. The upgrade planner doesn't override them because it knows that the module can never actually fit into that machine because it's already full of modules.
I don't know how you managed to get the item request slot to stick around when the machine is already full because there ...
- Sun Jun 23, 2019 6:33 pm
- Forum: Minor issues
- Topic: [0.17.50] Upgrade planner doesn't override item request slots
- Replies: 4
- Views: 1866
- Fri Jun 21, 2019 9:42 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 37104
Re: Optimize Drone Movement
Reviving an old post a bit but I support this. There's got to be a way to implement rudimentary path finding efficiently. Too many times have I seen bots flying back and worth from ports because the gap they're trying to cross is too far or flying into biters when they cut corners. I like to cover ...
- Fri Nov 30, 2018 8:02 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 154765
Every Biome Screenshot Gallery
I've made a screenshot gallery of every biome for anyone who wants a list.
https://imgur.com/gallery/P3FIk1v
https://imgur.com/gallery/P3FIk1v
- Mon Nov 26, 2018 3:39 pm
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 12792
Re: [0.16] Stormwalls
I came to report a similar conflict with creative mode. Pasting any blueprint with a flooring tile crashes the game. I'll go and post this on the creative mod thread as well. 

- Sun Jun 11, 2017 10:26 am
- Forum: Duplicates
- Topic: [15.19] Station Names Not Saved In Blueprint
- Replies: 2
- Views: 1347
Re: [15.19] Station Names Not Saved In Blueprint
Sorry, I did do a quick search for "Station name" and couldn't find any posts about it.Loewchen wrote:viewtopic.php?t=32262
- Sun Jun 11, 2017 10:17 am
- Forum: Duplicates
- Topic: [15.19] Station Names Not Saved In Blueprint
- Replies: 2
- Views: 1347
[15.19] Station Names Not Saved In Blueprint
I'm not sure if it's a bug or indended but I personally would prefer if station names were saved in a blueprint so that I can place a station blueprint for eg "Iron Ore Drop Off" and have my trains automatically work with it. Having to rename all of the stations after placing a multi station ...
- Tue May 16, 2017 7:57 pm
- Forum: Already exists
- Topic: How to Access data.raw from control.Lua?
- Replies: 2
- Views: 3219
Re: How to Access data.raw from control.Lua?
If you want to change prototype values with settings you need to use the startup setting type.
Global settings can be changed runtime which means they can't be used to build prototypes since prototypes can't be changed runtime.
Much appreciated.
For anyone also looking for the solution, in ...
Global settings can be changed runtime which means they can't be used to build prototypes since prototypes can't be changed runtime.
Much appreciated.
For anyone also looking for the solution, in ...
- Tue May 16, 2017 6:27 pm
- Forum: Already exists
- Topic: How to Access data.raw from control.Lua?
- Replies: 2
- Views: 3219
How to Access data.raw from control.Lua?
I realised data.lua is loaded before settings.lua so instead is there a way to modify data from control.lua? I've tried but get a nil value error on "data" in eg "data.raw.ammo"
As an example here is some code that doesn't work.
for i, ammo in pairs(data.raw.ammo) do
ammo.magazine_size = settings ...
As an example here is some code that doesn't work.
for i, ammo in pairs(data.raw.ammo) do
ammo.magazine_size = settings ...
Re: [MOD 0.14] KS Power
+1 for a 0.15 update. Early game just doesn't feel complete without wind turbines.
- Thu Dec 15, 2016 1:35 am
- Forum: Modding help
- Topic: How to Read Resource Richnesses
- Replies: 5
- Views: 2516
Re: How to Read Resource Richnesses
I'm unfamiliar with how the surfaces work but 'nauvis' is used in the base mod files. Maybe game.surfaces[1] would also work.
- Thu Dec 15, 2016 12:09 am
- Forum: Modding help
- Topic: How to Read Resource Richnesses
- Replies: 5
- Views: 2516
Re: How to Read Resource Richnesses
That throws a nil value error on player, however game.print(game.surfaces['nauvis'].map_gen_settings.autoplace_controls["iron-ore"].richness) works. Thanks for the pointer.Nexela wrote:game.print(game.player.surface.map_gen_settings.autoplace_controls["iron-ore"].richness)
- Wed Dec 14, 2016 11:30 pm
- Forum: Modding help
- Topic: How to Read Resource Richnesses
- Replies: 5
- Views: 2516
How to Read Resource Richnesses
Does anyone know how to read the map settings for resource richness for each of the resources (iron, copper, coal ect)?
Solved, answer:
Solved, answer:
Code: Select all
game.surfaces['nauvis'].map_gen_settings.autoplace_controls["iron-ore"].richness