Search found 82 matches

by meifray
Thu Aug 14, 2025 9:32 pm
Forum: Balancing
Topic: A idea to handle gleba problem
Replies: 4
Views: 176

Re: A idea to handle gleba problem


At the root of it all, it all came down to one problem: ores, without it we can't build anything, and in gleba we have no other choice but getting it through bacteria, and to getting it from bacteria means you have to get bioflux, that mean you have to build a two farm at first, that is
My ...
by meifray
Thu Aug 14, 2025 6:13 pm
Forum: Balancing
Topic: A idea to handle gleba problem
Replies: 4
Views: 176

A idea to handle gleba problem

I think gleba is really good idea but just not work because you got gate keeped in everyway that limits how you can even produce basic ores, and before you know it stomper will come and kill you and your defense only make them attack whole base instead of just the tower.

At the root of it all, it ...
by meifray
Mon Jul 28, 2025 8:51 pm
Forum: Ideas and Suggestions
Topic: Don't include things not at 100% health to requester chests
Replies: 2
Views: 173

Re: Don't include things not at 100% health to requester chests

How about construction bot repair damaged item inside logistic network?
by meifray
Mon Jul 28, 2025 7:29 pm
Forum: Ideas and Suggestions
Topic: Automatic down quality in inserter.
Replies: 4
Views: 231

Automatic down quality in inserter.

If a inserter found grab a legendary fish into a chest that every slot have a normal fish,
it down quality it and insertet a normal fish instead.
Or a inserter grab a rare iron gear wheel and insert into normal engine unit assembler

maybe also have a option in inserter to disable this feature.

why ...
by meifray
Mon Jul 28, 2025 7:22 pm
Forum: Modding interface requests
Topic: Mod support on circuit controled assembler
Replies: 0
Views: 100

Mod support on circuit controled assembler

So we can have a N recipe are acceptable for certain recipe signal,
but when a signal is set on a assembler without extra context, they still have a fallback recipe to set on.

In VirtualSignalPrototype, add a optional "default_recipe" RecipeID
In RecipePrototype, add a optional "related_signal ...
by meifray
Sat Jul 26, 2025 3:01 pm
Forum: Ideas and Suggestions
Topic: Make gleba enemy don't attack player if they are not angry
Replies: 0
Views: 145

Make gleba enemy don't attack player if they are not angry

I mean bots can go pass them but player can't?

and it will be better fitting to the gleba attack which only target the agricultural and anything that attacked it,
and maybe player might found gleba attack is not that bad.
by meifray
Fri Jul 25, 2025 12:01 pm
Forum: Ideas and Suggestions
Topic: Chest with Armor with Ghost equipment inside.
Replies: 0
Views: 81

Chest with Armor with Ghost equipment inside.

TL;DR
Chest with Armor with Ghost equipment inside should request these equipment.
What?
Remotely configurate armor within chest
Why?
because I stuck at gleba.
by meifray
Fri Jul 04, 2025 3:46 am
Forum: Ideas and Suggestions
Topic: Buffer Chest
Replies: 1
Views: 237

Buffer Chest

buffer.png
TL;DR
make roboport have trash slot to pump out logistic bots.
What?
Logistic botstuck in frontline roboport.
Why?
I put buffer chest into frontline to better supply construction, but logistic bot will stuck in these roboport and never leave because there are no logistic request nearby ...
by meifray
Tue Mar 25, 2025 4:56 pm
Forum: Modding help
Topic: How did control.lua and /c interact with circuit network?
Replies: 1
Views: 246

How did control.lua and /c interact with circuit network?

For example,when I change signal output from a constant combinator using /c , did other decider combinator change value accordingly in that command execution? if I make a long lua code to output circuit state change,is it observable?

and what is proper way to make a custom combinator?
is there any ...
by meifray
Mon Mar 24, 2025 12:25 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants
Replies: 3
Views: 541

Re: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants

A.Sher wrote: Mon Mar 24, 2025 11:43 am
I think it just not form a group that is manage by the game to be command to build a nest.
by meifray
Mon Mar 24, 2025 7:22 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants
Replies: 3
Views: 541

Re: [REQUEST] [IDEA] Nauvis Biter VS Gleba inhabitants

I think maybe it has to be a kinda unti control mod,and it might work better to make biter Ally to get gleba out,or we have to make a captured gleba spawner graphic.

the unit control part gonna take some code but no new graphics required.
gleba spawner control require graphics but not the code.
by meifray
Mon Mar 17, 2025 8:15 am
Forum: Modding interface requests
Topic: on_script_trigger_effect with quality infomation
Replies: 0
Views: 602

on_script_trigger_effect with quality infomation

the source might from a legendary ammo,capsule or even just item spoilage trigger,
When action delivered,quality item do get a boost on damage,so my custom effect too want to scale with its quality.
by meifray
Fri Mar 14, 2025 6:51 am
Forum: Modding interface requests
Topic: Add missing defines.inventory.lab_trash
Replies: 0
Views: 362

Add missing defines.inventory.lab_trash

and it is actually exist because all trash inventory seems to be indexed 8
by meifray
Mon Mar 10, 2025 6:27 pm
Forum: Won't implement
Topic: allow colon: used in prototpye name
Replies: 3
Views: 609

Re: allow colon: used in prototpye name

how about Β§ ?
as far as I know it is not a control character
by meifray
Mon Mar 10, 2025 5:02 pm
Forum: Won't implement
Topic: allow colon: used in prototpye name
Replies: 3
Views: 609

allow colon: used in prototpye name

in current naming scheme,all name is separated using dash"-" including prefixing names
by add colon as usable character in naming,it might suggest mod maker using colon to separate name space or even subtype using this character.

for example I would like to make another merging chest mod for brick ...
by meifray
Sun Mar 02, 2025 10:23 am
Forum: Modding interface requests
Topic: Add missing event for catching super_forced_select
Replies: 2
Views: 362

Add missing event for catching super_forced_select

Hi, in SelectionToolPrototype,there are 5 selection types,but just super_forced_select dont have event to catch it :/
by meifray
Sun Mar 02, 2025 6:48 am
Forum: Resolved Requests
Topic: default_roboport_count_output_signal
Replies: 1
Views: 306

default_roboport_count_output_signal

In [Prototype:Roboport]( https://lua-api.factorio.com/latest/prototypes/RoboportPrototype.html )

It is default_roboport_count_output_signal
not default_roboports_output_signal

as you can see
[Entities Data in github]( https://github.com/wube/factorio-data/blob/master/base/prototypes/entity ...
by meifray
Mon Jan 20, 2025 3:34 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.28] Crashing when recipe with "research-progress" reach its item stack size
Replies: 3
Views: 1185

Re: [2.0.28] Crashing when recipe with "research-progress" reach its item stack size

log: factorio-current.log

the crash part:

41.332 Checksum for script __level__/control.lua: 2824674896
60.481 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\libraries ...
by meifray
Sat Jan 18, 2025 10:29 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.28] Crashing when recipe with "research-progress" reach its item stack size
Replies: 3
Views: 1185

[Genhis][2.0.28] Crashing when recipe with "research-progress" reach its item stack size

So I have these code in a mod:

data.raw.recipe["automation-science-pack"].category="advanced-crafting";
data.raw.recipe["automation-science-pack"].main_product="automation-science-pack";
data.raw.recipe["automation-science-pack"].results=
{
{type="research-progress",research_item="automation ...

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