Search found 187 matches
- Tue Jan 16, 2024 8:40 pm
- Forum: Mods
- Topic: [1.1] Subsurface
- Replies: 0
- Views: 257
[1.1] Subsurface
This aims to be a complete rewrite of the old mod (https://forums.factorio.com/viewtopic.php?t=19178 by StanFear) to the new versions of Factorio. Mod portal link: https://mods.factorio.com/mod/Subsurface It is in a working state containing player, item and fluid elevators as well as power and circu...
- Mon Jan 08, 2024 8:21 am
- Forum: Questions, reviews and ratings
- Topic: Ingredient tree mod?
- Replies: 3
- Views: 469
Ingredient tree mod?
Hello, is there a mod which lets me see all ingredient for a specific item and amount that goes as deep as I want? For example: I want to know which and how much items I need for 100 green science packs. That would be 100 belts and 100 inserters. My factory already produces belts, so I dont want to ...
- Sun Dec 31, 2023 11:00 am
- Forum: Resolved Requests
- Topic: [1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
- Replies: 3
- Views: 573
[1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
The event on_pre_ghost_deconstructed (and maybe on_pre_ghost_upgraded too) also fires if you deconstruct an item request proxy. That causes errors like: Error while running event **::on_pre_ghost_deconstructed (ID 96) Entity is not ghost. which is nothing you expect on events that are for ghosts. If...
- Sun Dec 31, 2023 10:53 am
- Forum: Mods
- Topic: [Mod] Get your circuit wires back
- Replies: 5
- Views: 1624
Re: [Mod] Get your circuit wires back
I think so, I already prepared some stuff.FuryoftheStars wrote: ↑Wed Nov 29, 2023 11:45 pmYeah, I like this mod. I hope it's still possible to do after 2.0.
- Mon Oct 23, 2023 9:11 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.89+] disconnect_neighbour on power switches
- Replies: 1
- Views: 946
[1.1.89+] disconnect_neighbour on power switches
In 1.1.89, LuaEntity::copper_connection_definitions (support for distinguishing between left and right side of a power switch) was added but I don't know if it relates here: Using disconnect_neighbour on an electric pole which is connected to the right side of a power switch does not work (WireConne...
- Wed Aug 31, 2022 11:18 am
- Forum: Implemented mod requests
- Topic: connect_neighbour and disconnect_neighbour for Power Switch
- Replies: 4
- Views: 1987
Re: connect_neighbour and disconnect_neighbour for Power Switch
I have a question related to this topic.
How can you read the copper connections of a power switch? When using "circuit_connection_definitions", it gives you all connected poles but not which side of the switch (just -1 for source_circuit_id and target_circuit_id).
How can you read the copper connections of a power switch? When using "circuit_connection_definitions", it gives you all connected poles but not which side of the switch (just -1 for source_circuit_id and target_circuit_id).
- Wed Aug 31, 2022 8:30 am
- Forum: Resolved Problems and Bugs
- Topic: Event filters: on_pre_ghost_deconstructed and on_pre_ghost_upgraded
- Replies: 1
- Views: 1871
Event filters: on_pre_ghost_deconstructed and on_pre_ghost_upgraded
The filters for both events seem not to work properly. I tried the "circuit-network-connectable" and "rail" filter, which didn't work, but the "ghost_type" filter works. Since these are events which are only applied on ghosts, the "ghost", "ghost_name&quo...
- Sat Aug 20, 2022 3:04 pm
- Forum: Mods
- Topic: [Mod] Train stop with multiple names
- Replies: 0
- Views: 671
[Mod] Train stop with multiple names
Ever wanted one train stop to handle different trains differently? You could do this by operate the inserters dependent on train ID, but when it comes to disable the stop for different trains, this will not work. You also could use LTN but this is not for everyone and every usecase. What does this ...
- Tue May 10, 2022 8:22 am
- Forum: Not a bug
- Topic: LuaEntity.circuit_connected_entities is 0 when fast replacing
- Replies: 1
- Views: 853
LuaEntity.circuit_connected_entities is 0 when fast replacing
When accessing LuaEntity.circuit_connected_entities.red/green or LuaEntity.circuit_connection_definitions in on_robot_mined_entity and on_pre_player_mined_item, the arrays of both are empty, but ONLY in case the player is fast replacing or the robot is upgrading this entity. In other cases (mining a...
- Mon Apr 18, 2022 5:18 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85897
Re: [MOD 1.1] Oxygen
I made another update to implement suggestions and fix bugs from the past. ----------------------------- Features: - Pollution now increases oxygen consumption - Scoreboard now shows remaining time of oxygen supply (can be disabled in settings) Changes: - More than one gas masks do not have any effe...
- Wed Apr 13, 2022 7:58 pm
- Forum: Modding help
- Topic: MOD Burner Filter Inserter -- Refuel from belt issue
- Replies: 2
- Views: 939
Re: MOD Burner Filter Inserter -- Refuel from belt issue
When the inserter has no fuel item in it, you could check the belt for fuel items and then set the filter to that item for a short time. I don't know if there's an event for that, elsewhere there must be a check every x ticks for all burner inserters.
- Tue Apr 12, 2022 2:54 pm
- Forum: Mods
- Topic: [Mod] Get your circuit wires back
- Replies: 5
- Views: 1624
[Mod] Get your circuit wires back
Have you ever been angry that you don't get tons of red and green wires back when redesigning your circuits? Here is the solution!
https://mods.factorio.com/mod/GetWiresBack
But: no more free wires from blueprints!
https://mods.factorio.com/mod/GetWiresBack
But: no more free wires from blueprints!
- Wed Apr 06, 2022 8:15 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85897
Re: [MOD 1.1] Oxygen
HI folks, I updated this mod to 1.1!
- Tue Apr 05, 2022 1:21 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80240
Re: [MOD 0.15] N.Tech-Chemistry
Hi folks,
I'm back updating this mod. I made it 1.1-ready but I think I don't have desire to make further extensions to the mod. Just some balancing...
If someone of you wants to collaborate, I can grant them permissions in the mod portal.
I'm back updating this mod. I made it 1.1-ready but I think I don't have desire to make further extensions to the mod. Just some balancing...
If someone of you wants to collaborate, I can grant them permissions in the mod portal.
- Tue Jun 25, 2019 2:21 pm
- Forum: Multiplayer
- Topic: - delete me -
- Replies: 27
- Views: 33609
Re: [ FREE - SERVER HOSTING ]Gaming should be Fun! *maybe closed
Hey guys,
we revived i-craft.de!
Again you can start your own Factorio server for free. We developed a new technology of host balancing and game integration (since we plan to expand our service to more games).
Visit us on https://www.i-craft.de
we revived i-craft.de!
Again you can start your own Factorio server for free. We developed a new technology of host balancing and game integration (since we plan to expand our service to more games).
Visit us on https://www.i-craft.de
- Tue Dec 05, 2017 8:42 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80240
Re: [MOD 0.15] N.Tech-Chemistry
I get that there's more than one branch in the sulfur tree for efficiency reasons - but... It seems like there's a loop in the ingredients...? #1 To make Sulfur you need Sulfur dioxide but to make Sulfur dioxide you need Sulfur and oxygen #2 To make Hydrogen sulfide you need Sulfur Dioxide but to m...
- Sun Nov 26, 2017 10:52 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126138
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
hey there I updated the mod to 0.15.
Maybe I could add some new features in the future if the author wont update it anymore.
However since 0.15 power poles cant supply power to other surfaces. you must use solar panels or nuclear power.
Maybe I could add some new features in the future if the author wont update it anymore.
However since 0.15 power poles cant supply power to other surfaces. you must use solar panels or nuclear power.
- Sat Nov 18, 2017 7:11 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85897
Re: [MOD 0.15] Oxygen
made an update, the damage to enemys and replenishing amount depends on distance to the dispenser (also added mod settings)
- Sat Nov 18, 2017 2:34 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80240
Re: [MOD 0.15] N.Tech-Chemistry
Hi there, I updated the mod...please let me know about unbalances and so on
I also added mod settings
I also added mod settings
- Sat Oct 14, 2017 9:13 am
- Forum: Technical Help
- Topic: Validate username?
- Replies: 4
- Views: 2124
Re: Validate username?
Hi, I'm sorry but I can NOT recommend this method, because it wil return 404 NOT FOUND also if a user never logged in to the mod portal, but still exists.