Search found 61 matches

by meifray
Tue Jul 25, 2023 10:11 am
Forum: Resolved Problems and Bugs
Topic: [1.1.87] function "make_4way_animation_from_spritesheet" are missing draw_as_light
Replies: 2
Views: 1059

[1.1.87] function "make_4way_animation_from_spritesheet" are missing draw_as_light

1.What I have done? I heated the heat exchanger in the night,and remove connected heat pipe heatex_bug.png 2.What happened? heat exchanger have some weird brightness segmentation. and I print out its heat_pipe_covers,found "draw_as_light" which apply_heat_pipe_glow added is missing. 3.What...
by meifray
Fri Oct 07, 2022 5:16 am
Forum: Ideas and Requests For Mods
Topic: Merging heatpipe
Replies: 0
Views: 575

Merging heatpipe

like merging chest,a mod that automatically merge heatpipe to reduce ups usage.
by meifray
Sat Sep 24, 2022 12:40 am
Forum: Logistic Train Network
Topic: [Not a Bug] Blueprint imports red and blue wires so there is no automatic link?
Replies: 4
Views: 1132

Re: Blueprint imports red and blue wires so there is no automatic link?

Hi,I am author of "simple_water_rail_with_collision_rewrite", now I realize it is because I am overrided the LTN train stop`s collision mask with extra "rail-layer" collision,so it block the combinator ghost and removed and LTN cannot found the removed ghost so it created new one...
by meifray
Thu Feb 10, 2022 1:04 am
Forum: Modding interface requests
Topic: Logistic Network Identifier
Replies: 3
Views: 1441

Re: Logistic Network Identifier

I think it is already possible in both way: From top down,you can use LuaForce.logistic_networks[surface_name][index] to get LuaLogisticNetwork https://lua-api.factorio.com/latest/LuaForce.html#LuaForce.logistic_networks https://lua-api.factorio.com/latest/LuaLogisticNetwork.html which will have th...
by meifray
Tue Feb 08, 2022 5:11 pm
Forum: Modding help
Topic: Who can help me see, why not show the animation?
Replies: 7
Views: 1896

Re: Who can help me see, why not show the animation?

I think it is just moving too fast,just like high speed transportbelt are static,but in term of animation,it is moving actually.
by meifray
Tue Feb 08, 2022 7:59 am
Forum: Modding interface requests
Topic: custom_type and event for alert
Replies: 0
Views: 643

custom_type and event for alert

Alert now have member: custom_type::string The custom type of alert,or nil if it is not specify add_custom_alert now take optional field: custom_type::string when not specify,default to nil. Custom Alert with differnt custom_type will be sort into different group in gui. new event:defines.events.on_...
by meifray
Tue Feb 08, 2022 7:55 am
Forum: Modding interface requests
Topic: Rocket silo: allow landing rockets
Replies: 9
Views: 2196

Re: Rocket silo: allow landing rockets

maybe landing "rocket" can be different one,so you can use Parachute instead?
by meifray
Sun Dec 19, 2021 4:30 pm
Forum: Outdated/Not implemented
Topic: make Rocket silo recipe dont clear the product slot.
Replies: 7
Views: 1940

Re: make Rocket silo recipe dont clear the product slot.

well,I mean assembling_machine_output,which is the rocket part slot,I am not mean rocket_silo_rocket t0.png and that thing is actually a item rc.png you can actually put item into it put.png and if we make it craft the rocket part,the rocket part disappear! emt.png check the rocket part counter, whi...
by meifray
Sat Dec 18, 2021 2:12 pm
Forum: Outdated/Not implemented
Topic: make Rocket silo recipe dont clear the product slot.
Replies: 7
Views: 1940

make Rocket silo recipe dont clear the product slot.

TL;DR make Rocket silo recipe dont clear the product slot. What ? currently,Rocket silo do have ouput slot,however the output slot are not actually doing anything except delete item put in that slot, and which doesnt increatment the rocket part amount because rocket part increatmented as the recipe...
by meifray
Thu Nov 11, 2021 8:01 am
Forum: Modding help
Topic: How to pass custom data-phase attribute to control-phase?
Replies: 1
Views: 770

How to pass custom data-phase attribute to control-phase?

like,the only way I currently thought of is encode them into a json string as a name,then try to find it and decode it in control phase...
by meifray
Tue Nov 09, 2021 8:53 am
Forum: Modding discussion
Topic: How do I change the emissions of my prototype?
Replies: 1
Views: 1024

Re: How do I change the emissions of my prototype?

well,idk what you talking about,but I am assuming you are talking about pollution...



it should be at
your_prototype.energy_source.emissions_per_minute
https://wiki.factorio.com/Types/EnergyS ... per_minute
by meifray
Sat Nov 06, 2021 7:32 pm
Forum: Modding help
Topic: Make machine only work during day time
Replies: 8
Views: 2419

Re: Make machine only work during day time

I have this code currently: if hours < 4 or hours > 22 then entity.active = false end if hours >= 4 or hours <= 22 then entity.active = true end where I have a local variable entity and I give it the path to my entity lua file, however the machine does not stop working. I tried the code in, and out...
by meifray
Sat Nov 06, 2021 3:25 pm
Forum: Modding help
Topic: when dose repair_result in repair-tool active?
Replies: 2
Views: 859

Re: when dose repair_result in repair-tool active?

ok,then I will update the wiki with this info

nvm,its updated.
by meifray
Sat Nov 06, 2021 12:25 pm
Forum: Modding help
Topic: when dose repair_result in repair-tool active?
Replies: 2
Views: 859

when dose repair_result in repair-tool active?

so I just write these code: local sounds=require("__base__/prototypes/entity/sounds"); data.raw["repair-tool"]["repair-pack"].repair_result= { type = "direct", action_delivery = { type = "instant", source_effects = { { type = "damage", dama...
by meifray
Sat Nov 06, 2021 8:47 am
Forum: Modding help
Topic: Connecting entities by copper wire but not autoconnect to power poles
Replies: 14
Views: 3052

Re: Connecting entities by copper wire but not autoconnect to power poles

DaveMcW wrote: ↑
Sat Nov 06, 2021 8:42 am
Read the teleport documentation more carefully.
is there a full list? or I should test it and maintain it in wiki ?
by meifray
Sat Nov 06, 2021 8:39 am
Forum: Modding help
Topic: Connecting entities by copper wire but not autoconnect to power poles
Replies: 14
Views: 3052

Re: Connecting entities by copper wire but not autoconnect to power poles

DaveMcW wrote: ↑
Sat Nov 06, 2021 8:37 am
mrvn wrote: ↑
Fri Nov 05, 2021 7:26 pm
How do I connect 2 entities past their wire reach?
Build them close together, connect them, then teleport them to their final position.
but isnt teleport only work on character and car?
by meifray
Sat Nov 06, 2021 8:33 am
Forum: Modding help
Topic: Connecting entities by copper wire but not autoconnect to power poles
Replies: 14
Views: 3052

Re: Connecting entities by copper wire but not autoconnect to power poles

so there`s 2 thing 1.disconnected the lonely power pole when built 2.keep connection in blueprint so I think it can be something like this func on_built(inentity) { func handle_pole(ine) { if(is_registered(ine)) recover_state(ine); else ine.disconnect(); }; if(inentity==ghost and inentity.ghost_name...
by meifray
Sat Nov 06, 2021 8:10 am
Forum: Modding help
Topic: Make machine only work during day time
Replies: 8
Views: 2419

Re: Make machine only work during day time

no worries,you can just set it to very small value,it just not accept 0.
by meifray
Sat Nov 06, 2021 8:00 am
Forum: Modding help
Topic: How to get inserter's current stack_size_bonus?
Replies: 12
Views: 2361

Re: How to get inserter's current hand size?

ok,now I post it in Modding interface requests
viewtopic.php?f=28&t=100526

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