Search found 15 matches

by Twisted6
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.
by Twisted6
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.
by Twisted6
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 ...
by Twisted6
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

[0.17.50] Upgrade planner doesn't override item request slots

Image
Image
Image

Imgur linking doesn't seem to be working so here's the album: https://imgur.com/a/KDM0f8N
by Twisted6
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Forum: Outdated/Not implemented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 ...
by Twisted6
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
by Twisted6
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. Image
by Twisted6
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

Loewchen wrote:viewtopic.php?t=32262
Sorry, I did do a quick search for "Station name" and couldn't find any posts about it.
by Twisted6
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 ...
by Twisted6
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 ...
by Twisted6
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 ...
by Twisted6
Sat May 06, 2017 12:10 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 147471

Re: [MOD 0.14] KS Power

+1 for a 0.15 update. Early game just doesn't feel complete without wind turbines.
by Twisted6
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.
by Twisted6
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

Nexela wrote:game.print(game.player.surface.map_gen_settings.autoplace_controls["iron-ore"].richness)
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.
by Twisted6
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:

Code: Select all

game.surfaces['nauvis'].map_gen_settings.autoplace_controls["iron-ore"].richness

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