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Search found 321 matches
- Thu Aug 17, 2023 4:57 am
- Forum: Resolved Requests
- Topic: Frame Sequence code heading not commented
- Replies: 2
- Views: 493
- Wed Aug 16, 2023 6:49 pm
- Forum: Resolved Requests
- Topic: Frame Sequence code heading not commented
- Replies: 2
- Views: 493
Frame Sequence code heading not commented
The third example in https://lua-api.factorio.com/1.1.89/typ ... l#examples should have the heading commented, just like the other examples.
- Thu Jul 27, 2023 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod idea] Flying base-tron
- Replies: 1
- Views: 451
Re: [Mod idea] Flying base-tron
For a simple flying spidertron you can look at Space Spidertron. Doesn't have guns though
- Thu Jul 20, 2023 11:25 am
- Forum: Modding help
- Topic: [SOLVED]Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.
- Replies: 2
- Views: 543
Re: Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon
I am trying to make a mod and I keep getting this error: Failed to load mods: Error while loading item prototype "Turbine-MK2" (item): Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon Modifications: Turbine MK2 here my code: --item.lua local turbin_MK2_item ...
- Fri Jul 14, 2023 7:09 am
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 1032
Re: How to use .Insert if I already know the Unit_Number of the chest?
There's no built-in way do get an entity (the chest) from the unit number. What modders usually do is to store a reference to the entity in global. Something like function on_created(entity) global.my_chests[entity.unit_number] = entity end function insert_stuff(unit_number) local entity = global.my...
- Sun Jun 25, 2023 9:13 pm
- Forum: Modding interface requests
- Topic: take_screenshot flag for train status text
- Replies: 2
- Views: 540
Re: take_screenshot flag for train status text
IMHO the train status should be in the tooltip, just like all the other information in the game. Not a random floating text. Then we wouldn't have this odd issue
- Sat Jun 24, 2023 3:24 pm
- Forum: Modding help
- Topic: Create_entity - Item Help [Solved]
- Replies: 3
- Views: 564
Re: Create_entity - Item Help
A better way might be to instead tell the game to do it automatically, instead of through scripting, if it works for your use case. It would be much more reliable, and waaaay better for UPS. It's the usual way mods do it.
https://wiki.factorio.com/Prototype/Ent ... ealth#loot
https://wiki.factorio.com/Prototype/Ent ... ealth#loot
- Tue Jun 13, 2023 9:32 am
- Forum: Gameplay Help
- Topic: [Circuits] Round up when dividing?
- Replies: 3
- Views: 1842
Re: [Circuits] Round up when dividing?
Seems correct to me
(10 + (9-1)) / 9 = 18 / 9 = 2
And if your round 2 down, it's still 2. If it's not working for you in-game then there might be a problem in how you used it.
- Mon Jun 12, 2023 8:09 pm
- Forum: General discussion
- Topic: Any improvements with fluid wagon alignment tolerance?
- Replies: 1
- Views: 826
Re: Any improvements with fluid wagon alignment tolerance?
It's possible to increase the tolerance with a mod. Won't look nice but it should work.
https://wiki.factorio.com/Prototype/Pum ... _tolerance
https://wiki.factorio.com/Prototype/Pum ... _tolerance
- Mon Jun 12, 2023 7:47 am
- Forum: Modding help
- Topic: Science Overhaul Mod
- Replies: 2
- Views: 658
Re: Science Overhaul Mod
Hello! Welcome to the modding scene! It can be quite addictive :P Unfortunately it's not possible to add a "result" to science packs. Science packs and labs are very limited in what they can do. But, as most mods have to work with engine limitations, there there are ways to work around it....
- Fri May 12, 2023 8:49 am
- Forum: Technical Help
- Topic: FPS drops to 40 already
- Replies: 8
- Views: 1465
Re: FPS drops to 40 already
Ah great news! Happy to help. And yeah, that does sound like it can be really bad for UPS
- Fri May 12, 2023 8:22 am
- Forum: Technical Help
- Topic: FPS drops to 40 already
- Replies: 8
- Views: 1465
Re: FPS drops to 40 already
So your entitiy update time is really high, which means you just have too much machines built. This is the hardest one to solve. What you could try is show the "show-entity-time-usage" debug information. Then we can see which entities are taking so long to update, and if there is something...
- Fri May 12, 2023 6:44 am
- Forum: Technical Help
- Topic: FPS drops to 40 already
- Replies: 8
- Views: 1465
Re: FPS drops to 40 already
It seems like you're starting to reach the limits of what Factorio is capable of. Basically you're CPU/cache is bottlenecking. What you can do is enable a debug view to show exactly where all the time is spent. Wiki Link . Basically press F4, and then click on show-time-usage. It should show white n...
- Tue May 09, 2023 10:55 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 305001
Re: You know you play Factorio too much when...
When you press Q to clear your cursor but instead drop your pickaxe/scream and summon zombies/etc. Surprised no one's said this yet. I'm not the only one, right? Ah, this happened to me so much! The only sollution I could find to this problem was to stop playing Minecraft and switch back to Factorio.
- Fri Apr 28, 2023 6:59 am
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 8
- Views: 2365
Re: Better victory GUI
Just a bump for this thread with the reason: The game is focussed on automation, not conflict. why are we shown conflict stats and not automation stats.
- Fri Apr 28, 2023 6:57 am
- Forum: Ideas and Suggestions
- Topic: Make rocks and trees have a visual way of showing destructrion instead of health bars
- Replies: 4
- Views: 906
Re: Make rocks and trees have a visual way of showing destructrion instead of health bars
I also get frustrated when I see rocks/trees with health bars that I actually drove into, shot, or grenated. Even worse is when I try to destroy the trees with healthbars, just to get them away, and then I hit another tree. +1 for trees/rocks having slow health regeration. It makes sense for trees. ...
- Thu Apr 20, 2023 11:58 am
- Forum: Modding help
- Topic: Examples of exceptionally well-coded mods?
- Replies: 4
- Views: 868
Re: Examples of exceptionally well-coded mods?
Raiguard is known rewrite their mods every now and again. Or even rewrite other peoples mods
- Thu Apr 20, 2023 5:58 am
- Forum: Modding help
- Topic: Examples of exceptionally well-coded mods?
- Replies: 4
- Views: 868
Re: Examples of exceptionally well-coded mods?
There's also this tutorial to get you started on the basics:
https://github.com/ClaudeMetz/UntitledGuiGuide
https://github.com/ClaudeMetz/UntitledGuiGuide
- Thu Apr 20, 2023 5:55 am
- Forum: Modding help
- Topic: Examples of exceptionally well-coded mods?
- Replies: 4
- Views: 868
Re: Examples of exceptionally well-coded mods?
Raiguard most likely makes the best and most performant UI mods. It looks sleek, it's easy to use, and super optimized. Note: they mosly use the flib library, which is also written by raiguard.
So things like Recipe Book, Rate Calculator etc.
Definitly a good place to start.
So things like Recipe Book, Rate Calculator etc.
Definitly a good place to start.
- Wed Apr 19, 2023 7:56 am
- Forum: Resolved Problems and Bugs
- Topic: desync in biter battles scenario
- Replies: 15
- Views: 3743
Re: desync in biter battles scenario
Have you tried running the scenario in single player using Heavy Mode?
Edit: Some information about what it is here: https://wiki.factorio.com/Desynchroniza ... de_command
Edit: Some information about what it is here: https://wiki.factorio.com/Desynchroniza ... de_command