Search found 113 matches

by Keysivi
Tue Jul 29, 2025 6:55 am
Forum: Ideas and Requests For Mods
Topic: mod - companion to "Cargo Ships", "Alien Biomes" and "The Shallows"
Replies: 0
Views: 184

mod - companion to "Cargo Ships", "Alien Biomes" and "The Shallows"

I have an idea for a small mod related to landfill placement:

If there are ships and shallow water - why not prohibit landfill placement on water and deep water?

This will add a bit of realism to the game and give additional motivation to use ships instead of landfill. Plus, it will not allow you ...
by Keysivi
Sat Jul 12, 2025 10:26 pm
Forum: Modding help
Topic: The mod is not displayed in the forum search. Why?
Replies: 2
Views: 208

Re: The mod is not displayed in the forum search. Why?

Thank you very much! Indeed, there is a typo with the game version....

I am a dumb teapot....
by Keysivi
Sat Jul 12, 2025 6:24 pm
Forum: Modding help
Topic: The mod is not displayed in the forum search. Why?
Replies: 2
Views: 208

The mod is not displayed in the forum search. Why?

I created a fork of the mod six months ago https://mods.factorio.com/mod/modmashsplinterboom

I seem to have done everything correctly. The mod is working. It was uploaded to the forum without problems. Its address is https://mods.factorio.com/mod/modmashsplinterboom_light_fork

But the site system ...
by Keysivi
Mon Feb 10, 2025 10:41 am
Forum: Modding help
Topic: Limit ruin spawning to individual planets
Replies: 2
Views: 520

Re: Limit ruin spawning to individual planets


WIthout looking into your code, you could check the planet's map_gen_settings.autoplace_settings if the water tile will be generated there:
https://github.com/wube/factorio-data/blob/master/base/prototypes/planet/planet-map-gen.lua


Thanks for the advice! But this is not what is needed. Water is ...
by Keysivi
Tue Jan 28, 2025 7:23 pm
Forum: Modding help
Topic: Limit ruin spawning to individual planets
Replies: 2
Views: 520

Limit ruin spawning to individual planets

At one time, I created a fork for the updated for Factorio 2.0 mod The Ruins Mod https://mods.factorio.com/mod/AbandonedRuins_updated_fork

For more flexibility, I separated the ruins from this mod into a separate submod The Ruins Mod - Base (Time) https://mods.factorio.com/mod/AbandonedRuins-base ...
by Keysivi
Thu Jan 09, 2025 7:46 pm
Forum: Modding help
Topic: How to stop turrets from firing without electricity?
Replies: 39
Views: 4607

Re: How to stop turrets from firing without electricity?



Hello! I found one nasty bug. Unfortunately, the mod does not work in case of modified shells.

Not technically a 'bug' as I was not trying to make it work with mods.


I see... Although it doesn't change the essence of the problem. I tested your modified code - it seems to work. I posted the ...
by Keysivi
Wed Jan 08, 2025 6:58 pm
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 2447

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?

IsaacOscar wrote: Wed Jan 08, 2025 1:23 am Sorry, I haven't forgotten about this. My guess is this is due to the land-mine prototype having weird behaviour. I've been a bit busy lately, but I will give it a test soon and see if there's anything I can do about it.
I see. It's just a hobby. So everything is fine. Thank you!
by Keysivi
Wed Jan 08, 2025 6:46 pm
Forum: Modding help
Topic: How to stop turrets from firing without electricity?
Replies: 39
Views: 4607

Re: How to stop turrets from firing without electricity?

Hello! I found one nasty bug. Unfortunately, the mod does not work in case of modified shells.

It seems that the mod does not define ammo_category = "artillery-shell", but name = "artillery-shell". And such shells as name = "napalm-artillery-shell", name = "atomic-artillery-shell", name = "poison ...
by Keysivi
Sat Jan 04, 2025 8:23 pm
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 2447

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?

Unfortunately, during testing it turned out that the "spike-effect" does not work. Biters do not attack spikes.

Another problematic point was also revealed. Pentapods creatures have the ability to destroy buildings under their feet while walking. But in the case of the "land-mine" this effect does ...
by Keysivi
Sat Jan 04, 2025 3:30 pm
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 2447

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?


Warning, as usual I haven't tested any of that, but hopefully you're getting good enough to fix any typos I've made?


Unfortunately, you had too high an opinion of my abilities...

I couldn't figure out this error:


__Poisonous_barbed_spikes__/control.lua:5: attempt to index field 'event' (a ...
by Keysivi
Fri Jan 03, 2025 10:19 pm
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 2447

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?

Unfortunately, I was wrong. Enemies attack spikes only within the framework of priorities - in the absence of more important targets.

If enemies see the character or other objects and buildings - enemies ignore spikes and stupidly crawl on them until they die. Which breaks the entire game balance ...
by Keysivi
Fri Jan 03, 2025 5:14 pm
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 2447

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?

Thank you very much!

I made the changes you suggested to the code and everything worked out! Thank you! Everything works even better than in the old version. (Just in case, I am attaching the file with the changes.)

However, now I will rebalance the spikes. Because enemies die on them almost ...
by Keysivi
Thu Jan 02, 2025 5:15 pm
Forum: Modding help
Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Replies: 16
Views: 2447

Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?

In general, I tried to change the "turret" type to the "land-mine" type.... Some kind of crap came out...

And some strange error. It complains about "unknown damage". As I understand it - that for "land-mine" damage of the "poison" type is unacceptable.

As they say - "the trick failed - the fakir ...
by Keysivi
Thu Jan 02, 2025 3:46 pm
Forum: Modding help
Topic: Why do scripts that work normally with entities on Navius ​​not see entities on other planets?
Replies: 3
Views: 587

Re: Why do scripts that work normally with entities on Navius ​​not see entities on other planets?

robot256 wrote: Thu Jan 02, 2025 2:12 pm Do you have Space Age set as a dependency in your mod?
Thanks for the advice! Strange... I always thought that the Space Age would load first and therefore it is not necessary to write a dependency on it... It is enough to write a condition...

Now I will know...
by Keysivi
Thu Jan 02, 2025 1:25 pm
Forum: Modding help
Topic: Why do scripts that work normally with entities on Navius ​​not see entities on other planets?
Replies: 3
Views: 587

Why do scripts that work normally with entities on Navius ​​not see entities on other planets?

I once again encounter the fact that standard scripts do not see entities on other planets except Navius. And with an almost identical error

For example, such a script:
data.raw.item["small-stomper-pentapod"].loot = {{count_max = 25, count_min = 5, item = "spoilage", probability = 1}}
Error:
The ...
by Keysivi
Tue Dec 31, 2024 1:14 pm
Forum: Modding help
Topic: How to stop turrets from firing without electricity?
Replies: 39
Views: 4607

Re: How to stop turrets from firing without electricity?


As for publishing the mod, I'd prefer if you did it as it was you're idea, and I'm trying to only make mods for things I think should be in Factorio Vanilla.

And a completely unrelated thing I noticed when testing that it worked in Russian, the name of the space-age mod isn't translated to ...
by Keysivi
Sun Dec 29, 2024 3:10 pm
Forum: Modding help
Topic: How to stop turrets from firing without electricity?
Replies: 39
Views: 4607

Re: How to stop turrets from firing without electricity?


Sorry! Was lazy, busy, and sick. And then I was working on my own mods (I now have 9!)
I'll look at it tomorrow!


Got it. Congratulations! Get well soon! Just wanted to remind you... What if you forgot?... After all, so much work has been done - it's a shame to abandon it....

I also have a ...
by Keysivi
Sun Dec 29, 2024 12:33 pm
Forum: Modding help
Topic: How to stop turrets from firing without electricity?
Replies: 39
Views: 4607

Re: How to stop turrets from firing without electricity?

IsaacOscar wrote: Fri Dec 27, 2024 6:31 am Great work! I'll test it soon, in particular, I want to work out the difference between adding the flamethrower trigger to a 'Stream' TrigerDeliver, vs adding it to an 'instant' one.
Good day! So how is the mod? Have you tried it yet?
by Keysivi
Fri Dec 27, 2024 4:25 pm
Forum: Modding help
Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
Replies: 23
Views: 2241

Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?

I think that the developers tried to pay tribute to the aesthetics of the platforms, so that they would be more visually similar to the popular idea of ​​​​spaceships associated with water transport

I don't see any other reasons to determine the speed qualities of platforms by their width ...
by Keysivi
Fri Dec 27, 2024 2:13 pm
Forum: Modding help
Topic: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?
Replies: 23
Views: 2241

Re: How can I unlink these two forks from ModMash Splinter so that I no longer depend on the given library?

Unfortunately, I don't quite understand the essence of the whole problem with the mod you mentioned. Both vanilla and the mod use unrealistic acceleration mechanics.

But if we are talking about real airless space, then speed has nothing to do with mass... Mass is only related to acceleration. The ...

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