Search found 13 matches
- Mon Jan 23, 2023 10:31 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to clear chest inventory?
- Replies: 4
- Views: 1270
Is there a mod to clear chest inventory?
I am searching and searching. But I don't find a mod to clear chest inventory. I mean like the button to clear fluids when clicking on pipes. Does anyone know a mod like this? Or can give me a hint how to code a mod like this myself? How to add a button to all chests via lua script? deleteChestInven...
- Sun Jan 22, 2023 10:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572357
Re: Development and Discussion
When starting factorio with angels refining mod, I get about 400 of these warnings: 24.068 Warning Sprite.cpp:704: Ignoring mipmaps for sprite '__angelsrefining__/graphics/icons/angels-liquid/liquid-item-bot.png', because it has mipmap count set to 4, so its size is expected to be multiple of 8. But...
- Sat Jan 22, 2022 9:37 am
- Forum: Modding help
- Topic: How to check rail bridge length in Lua?
- Replies: 2
- Views: 1294
Re: How to check rail bridge length in Lua?
I will try that. Thank you so far!
- Sun Jan 09, 2022 7:30 pm
- Forum: Modding help
- Topic: How to check rail bridge length in Lua?
- Replies: 2
- Views: 1294
How to check rail bridge length in Lua?
Hey together, any tipps how to check the rail bridge length during building a rail bridge? I want to limit the maximum bridge length to a certain amount of straight rails (e.g. max 20 straight rails). On building the 21st rail, the rail placement should be inhibited. How to check the built object ri...
- Sun Jan 09, 2022 7:28 pm
- Forum: Modding help
- Topic: Where is on_pre_player_built_tile ?
- Replies: 2
- Views: 1024
Re: Where is on_pre_player_built_tile ?
Ok. Thanks so far!
- Sat Jan 08, 2022 3:29 pm
- Forum: Modding help
- Topic: Where is on_pre_player_built_tile ?
- Replies: 2
- Views: 1024
Where is on_pre_player_built_tile ?
First of all, I am very new to modding in Factorio. I found the list of events here: https://lua-api.factorio.com/latest/events.html and I successfully used them for a few tests. I want to do some magic BEFORE the player builds a tile. I found "on_pre_build" but I could not find any "...
- Mon Jan 03, 2022 3:40 pm
- Forum: Logistic Train Network
- Topic: [1.16.6] Warnings for missing items if item station is currently occupied
- Replies: 6
- Views: 2451
Re: [1.16.6] Warnings for missing items if item station is currently occupied
For high demand items, you'd need (...) a small stacker and increased train limit. Be aware of loading speed and LTN timeout settings. Thanks for the tip! A small stacker with increased train limit would of course make the warnings more seldom. But this does not solve the issue, that the LTN warnin...
- Mon Jan 03, 2022 9:53 am
- Forum: Logistic Train Network
- Topic: [1.16.6] Warnings for missing items if item station is currently occupied
- Replies: 6
- Views: 2451
Re: [1.16.6] Warnings for missing items if item station is currently occupied
Is there a train limit on the stop preventing additional trains from queueing up at the station? Yes. I allow max 1 train per station since I do not use terminus stations. See base design screenshot here: https://steamcommunity.com/sharedfiles/filedetails/?id=2706113468 Here is a screenshot of a si...
- Sun Jan 02, 2022 9:15 pm
- Forum: Logistic Train Network
- Topic: [1.16.6] Warnings for missing items if item station is currently occupied
- Replies: 6
- Views: 2451
Re: [1.16.6] Warnings for missing items if item station is currently occupied
Thank you for your fast answer. If the first train reserves so much that there is not enough for the second train anymore, THEN I get your point. But while I am writing this post I see a train arriving at a copper plate station with more than enough copper plates (20k). The first train wants to pick...
- Sun Jan 02, 2022 3:19 pm
- Forum: Logistic Train Network
- Topic: [1.16.6] Warnings for missing items if item station is currently occupied
- Replies: 6
- Views: 2451
[1.16.6] Warnings for missing items if item station is currently occupied
Hey Optera, first of all thank you very much for your very cool mod! LTN really helps me organizing my base. LTN is the backbone of my whole base. Thanks for all your efforts! Now to the actual topic: My plan is to optimize my base in a way that LTN does not show any warnings anymore. I don't mean b...
- Sun Jan 12, 2020 1:30 pm
- Forum: Questions, reviews and ratings
- Topic: No enemies in distant enemy bases (UPS optimization)
- Replies: 4
- Views: 2113
Re: No enemies in distant enemy bases (UPS optimization)
Ah ok, thank you guys for the explanation. The map seems very crowded with uncessary enemies when exploring big areas. But if they dont affect UPS I dont have a problem with this "enemy overflow".
- Sat Jan 11, 2020 12:50 am
- Forum: Questions, reviews and ratings
- Topic: No enemies in distant enemy bases (UPS optimization)
- Replies: 4
- Views: 2113
No enemies in distant enemy bases (UPS optimization)
Is there any mod that prevents enemies from spawning in distant (and thus completely irrelevant) bases? I want enemies to spawn only in bases where my pollution cloud goes to. If there is no such mod, any ideas how to mod this? Like deleting very distant enemies every x seconds does not seem to make...
- Sat Oct 26, 2019 11:01 am
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 54367
[MOD 0.17] HandyHands - Incompatible with multiplayer mode?
Hello together, I am running a factorio server using nitrado as hosting provider. I had 50 mods installed. I was playing alone on the server. I got disconnected because of desync problems every 5 to 10 minutes. After deleting several mods and partially reuploading them, I am now playing with 49 mods...