Search found 1459 matches
- Sat Sep 06, 2025 5:20 pm
- Forum: Modding help
- Topic: Rail remove Decorative?
- Replies: 2
- Views: 327
Re: Rail remove Decorative?
Great, Thanks!
- Sat Sep 06, 2025 1:02 am
- Forum: Modding help
- Topic: Rail remove Decorative?
- Replies: 2
- Views: 327
Rail remove Decorative?
Is there a way to have Rail remove Decorative?
This looks so ugly to me...
The below seems to have no effect
data.raw["rail-planner"]["bi-rail-wood"].decorative_removal_probability = 1.0
data.raw["straight-rail"]["straight-rail"].decorative_removal_probability = 1.0
data.raw["half-diagonal ...
This looks so ugly to me...
The below seems to have no effect
data.raw["rail-planner"]["bi-rail-wood"].decorative_removal_probability = 1.0
data.raw["straight-rail"]["straight-rail"].decorative_removal_probability = 1.0
data.raw["half-diagonal ...
- Fri Sep 05, 2025 5:49 pm
- Forum: Modding help
- Topic: Change the Rail "ties" Picture
- Replies: 0
- Views: 247
Change the Rail "ties" Picture
Hey,
I'd like to update the vanilla rails slightly. Just a tweak to the "ties" graphic.
This is located in the file "..\Factorio\data\base\prototypes\entity\rail-pictures.lua"
What would be the best way to replace
247: { "ties", "__base__/graphics/entity/rails/rail/rail-ties.png" },
341: { "ties ...
I'd like to update the vanilla rails slightly. Just a tweak to the "ties" graphic.
This is located in the file "..\Factorio\data\base\prototypes\entity\rail-pictures.lua"
What would be the best way to replace
247: { "ties", "__base__/graphics/entity/rails/rail/rail-ties.png" },
341: { "ties ...
- Tue Aug 05, 2025 5:20 pm
- Forum: Logistic Train Network
- Topic: Help with some tweaks
- Replies: 0
- Views: 410
Help with some tweaks
Hi,
I need a little help with two setting up a requests.
I'm using a 1 locomotive 2 wagon train system.
1: Manage Quantity Loaded
My current setup works fine as long as the trains run full loads, but I'm not sure how to setup a system where I only want to transport a set quantity.
Let's use ...
I need a little help with two setting up a requests.
I'm using a 1 locomotive 2 wagon train system.
1: Manage Quantity Loaded
My current setup works fine as long as the trains run full loads, but I'm not sure how to setup a system where I only want to transport a set quantity.
Let's use ...
- Mon Jun 30, 2025 9:50 pm
- Forum: Resource Spawner Overhaul
- Topic: Re-roll Resources
- Replies: 0
- Views: 536
Re-roll Resources
I was wondering if there was a way to re-roll resources, without cheating (Using Command function)
/c remote.call("RSO", "clear")
and
/c remote.call("RSO", "regenerate")
Would it be possible to maybe add a seed area in the mod setup that if you change, it will re-roll resources?
This way, if you ...
/c remote.call("RSO", "clear")
and
/c remote.call("RSO", "regenerate")
Would it be possible to maybe add a seed area in the mod setup that if you change, it will re-roll resources?
This way, if you ...
- Wed May 21, 2025 2:39 pm
- Forum: General discussion
- Topic: Starting a new game of Space Age - Mod Recommendation
- Replies: 9
- Views: 7116
Starting a new game of Space Age - Mod Recommendation
Hi,
I've not played in a while (1+ years) and am going to play with Space Age for the first time.
I love Factorio and have done multiple Py / Krastorio runs, So know the game well.
I was hoping to get some suggestions of current mods I should include. I don't like to add/remove mods during a play ...
I've not played in a while (1+ years) and am going to play with Space Age for the first time.
I love Factorio and have done multiple Py / Krastorio runs, So know the game well.
I was hoping to get some suggestions of current mods I should include. I don't like to add/remove mods during a play ...
- Tue May 20, 2025 12:38 am
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 924
Re: Help Porting Mod to 2.0
Okay, I got the mod loaded.
Now, for some reason, most, if not all the items the mod adds to the game show up from the start of the game. Even though the research has not been done and the "recipe" is enabled = false till researched.
I can craft them from the start, but no items appear once ...
Now, for some reason, most, if not all the items the mod adds to the game show up from the start of the game. Even though the research has not been done and the "recipe" is enabled = false till researched.
I can craft them from the start, but no items appear once ...
- Mon May 19, 2025 7:10 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 924
Re: Help Porting Mod to 2.0
Thanks Silari, this put me on the right track!
- Sun May 18, 2025 7:51 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 924
Re: Help Porting Mod to 2.0
Thanks Silari,
Okay got past that, now got something new.
It's been a long time since I've coded and will need some help. Not sure what's causing this issue.
Okay got past that, now got something new.
It's been a long time since I've coded and will need some help. Not sure what's causing this issue.
- Sun May 18, 2025 5:38 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 924
Help Porting Mod to 2.0
Hi,
I've been away for some time and am trying to get back into Factorio.
I'm trying to port my mod over the Factorio 2. (Not Space Age currently)
I'm getting the following crash that I'm hoping someone could help me with.
It's on the "control.lua" portion, when reading from a Library mod. Not sure ...
I've been away for some time and am trying to get back into Factorio.
I'm trying to port my mod over the Factorio 2. (Not Space Age currently)
I'm getting the following crash that I'm hoping someone could help me with.
It's on the "control.lua" portion, when reading from a Library mod. Not sure ...
- Sun Aug 20, 2023 4:57 pm
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 1119
Re: "Force" on Damage Question
Thanks Deadlock989
- Wed Aug 16, 2023 8:48 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2431
Re: Check in Entity Exists in Control
Thanks Bilka!
- Wed Aug 16, 2023 4:29 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2431
Re: Check in Entity Exists in Control
Hi,
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
- Mon Aug 14, 2023 11:20 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2431
Re: Check in Entity Exists in Control
Okay, not exactly sure how to do that.
I tried the following, but that gave me an error:
NE_Enemies.Settings.NE_Biter_Breeder = settings.startup["NE_Biter_Breeder"].value
NE_Enemies.Settings.NE_Spitter_Breeder = settings.startup["NE_Spitter_Breeder"].value
NE_Enemies.Settings.NE_Biter_Fire ...
I tried the following, but that gave me an error:
NE_Enemies.Settings.NE_Biter_Breeder = settings.startup["NE_Biter_Breeder"].value
NE_Enemies.Settings.NE_Spitter_Breeder = settings.startup["NE_Spitter_Breeder"].value
NE_Enemies.Settings.NE_Biter_Fire ...
- Mon Aug 14, 2023 5:31 pm
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 1119
"Force" on Damage Question
Hi,
What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?
I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.
-- Stream Spitters - Fire Streams (hydralisk)
function ...
What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?
I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.
-- Stream Spitters - Fire Streams (hydralisk)
function ...
- Mon Aug 14, 2023 5:10 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2431
Check in Entity Exists in Control
Hi,
I have a function in Control that randomly selects a unit to spawn. However, there is an option to remove enemies from the game, so they will no longer be valid entities in my table. How can I check to make sure they exist?
Here is my function with enemy possibilities that I need to check for ...
I have a function in Control that randomly selects a unit to spawn. However, there is an option to remove enemies from the game, so they will no longer be valid entities in my table. How can I check to make sure they exist?
Here is my function with enemy possibilities that I need to check for ...
- Fri Aug 04, 2023 2:26 pm
- Forum: Texture Packs
- Topic: [Request] Custom Enemies
- Replies: 2
- Views: 3767
Re: [Request] Custom Enemies
Thanks Tserup!
I'll definitely ask for some of your help in the future.
Thanks for contributing to the Factorio community.
I'll definitely ask for some of your help in the future.
Thanks for contributing to the Factorio community.
- Mon Jul 31, 2023 6:45 pm
- Forum: Not a bug
- Topic: [1.1.88] Fail to load past 9%
- Replies: 3
- Views: 1641
Re: [1.1.88] Fail to load past 9%
Thanks for looking into this, really appreciate it.
Sorry for posting it as a bug.
Sorry for posting it as a bug.
- Fri Jul 28, 2023 1:42 pm
- Forum: Not a bug
- Topic: [1.1.88] Fail to load past 9%
- Replies: 3
- Views: 1641
[1.1.88] Fail to load past 9%
Hi,
I have a bit of a weird bug report here. I recently updated my mod, adding in a some new graphics.
When loading the game with the new graphics, Natural_Evolution_Enemies_1.1.21.zip, the game does not get past 9% loading.
https://imgur.com/Rg7EIQ0.png
Works fine with the version before the ...
I have a bit of a weird bug report here. I recently updated my mod, adding in a some new graphics.
When loading the game with the new graphics, Natural_Evolution_Enemies_1.1.21.zip, the game does not get past 9% loading.
https://imgur.com/Rg7EIQ0.png
Works fine with the version before the ...
- Tue Jul 25, 2023 5:53 pm
- Forum: Texture Packs
- Topic: [Request] Custom Enemies
- Replies: 2
- Views: 3767
[Request] Custom Enemies
Hi,
I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.
I saw Tserup did some great work, but don’t have his contact info.
Any recommendations to get some?
Thanks
I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.
I saw Tserup did some great work, but don’t have his contact info.
Any recommendations to get some?
Thanks