Search found 20 matches
- Tue May 14, 2024 2:46 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 25
- Views: 9439
- Fri Oct 13, 2023 11:39 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 40332
Re: Friday Facts #380 - Remote view
the ghosts will change tint when they have been assigned a robot to construct them
Please make this available to the API !
Event + rw flag would be great!
Please make this available to the API !
Event + rw flag would be great!
- Tue Jan 31, 2023 12:08 pm
- Forum: Implemented mod requests
- Topic: entity.get_inventories()
- Replies: 3
- Views: 1240
Re: entity.get_inventories()
thank you sir that will help!
- Sun Jan 29, 2023 10:06 am
- Forum: Implemented mod requests
- Topic: entity.get_inventories()
- Replies: 3
- Views: 1240
entity.get_inventories()
entity.get_inventories () -- returns a list of inventory defines valid for this entity Usually you know what inventory you want to use, but when you do not, it is a nightmare. Ultimately something like the above or another way to find out what items and how many you will get from deconstructing an e...
- Mon Jan 23, 2023 11:12 am
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 2242
Re: copy-paste by blueprint should trigger an event
+1 for defines.events.on_blueprint_placed significant benefits could be gained using this in Constructron-Continued instead of using on_built_entity and processing every entity! I would need a way to see the area and position of the blueprint and required items to place the entities. I do not need p...
- Sat Jan 21, 2023 7:13 am
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 25
- Views: 9439
Re: LuaRendering.draw_on_map
+1 seems very useful.
- Sat Jan 07, 2023 10:43 pm
- Forum: Not a bug
- Topic: [1.1.74] Pathfinder is slow when landfilling
- Replies: 4
- Views: 1283
Re: [1.1.74] Pathfinder is slow when landfilling
Hi Rseding91! If I may, I would like to propose that an incremental update occur to the chunk that changed instead after the remainder of the path is found. i.e; A small incremental check to go from the last point on the previous tile to the first point on the next tile. This would assume that this ...
- Sat Jan 07, 2023 3:01 pm
- Forum: Implemented mod requests
- Topic: Add surface_index and force_index
- Replies: 1
- Views: 845
Add surface_index and force_index
Hello Requesting entity.surface_index and entity.force_index to be added instead of localizing entity.surface.index etc all the time. Klonan was part of the discord discussion and originally had this idea. https://discord.com/channels/139677590393716737/306402592265732098/1061295568678309939 thanks!
- Sat Jan 07, 2023 1:49 am
- Forum: Not a bug
- Topic: [1.1.74] Pathfinder is slow when landfilling
- Replies: 4
- Views: 1283
Re: [1.1.74] Pathfinder is slow when path starts on landfill
Load into map Verify that pre-configured remote triggers the path finder. Try to get to the left most large island like in the videos - should work fine Rotate the inserter to activate the construction bots to build the landfill Wait a short time Try to get to the left most large island from where y...
- Thu Jan 05, 2023 12:58 pm
- Forum: Implemented mod requests
- Topic: New Event: on_entity_teleported, script_raised_teleported
- Replies: 6
- Views: 2282
Re: New Event: on_entity_teleported, script_raised_teleported
+1 from me
Space Exploration's upcoming version will teleport spiders to other surfaces instead of cloning them so having a natural event-driven way to detect a surface change of a spider will be useful.
Space Exploration's upcoming version will teleport spiders to other surfaces instead of cloning them so having a natural event-driven way to detect a surface change of a spider will be useful.
- Thu Jan 05, 2023 8:48 am
- Forum: Not a bug
- Topic: [1.1.74] Pathfinder is slow when landfilling
- Replies: 4
- Views: 1283
[1.1.74] Pathfinder is slow when landfilling
Hi I have been speaking to Klonan about this issue in Discord. How I came about this issue was I noticed the pathfinder was taking extremely long to find a path when I was testing my path retry settings for Constructron-Continued. Klonan was right to think it was the retry system / mod code and I co...
- Fri Dec 30, 2022 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] pathfinder issue
- Replies: 4
- Views: 2530
Re: [1.1.74] pathfinder issue
As discussed in discord.. In a minimal environment with the ability to test in real time it is obvious that the negative path cache was the issue.
/c game.map_settings.path_finder.use_path_cache = false
Thank you for your assistance!
/c game.map_settings.path_finder.use_path_cache = false
Thank you for your assistance!
- Fri Dec 30, 2022 10:55 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] pathfinder issue
- Replies: 4
- Views: 2530
[1.1.74] pathfinder issue
Hi If place a path request with a bounding box of something that I know will fail in the scenario that I am testing with like {{-5, -5}, {5, 5}}. When the path fails, the code changes the path request parameters including bounding box to be smaller, such as {{-0.015, -0.015}, {0.015, 0.015}}, and re...
- Tue Dec 27, 2022 1:50 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 97467
Re: Documentation Improvement Requests
I has been some time since I last played with it but could more information be added to https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.autopilot_destination As setting this to nil also clears https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.autopilot_destinations -> I adde...
- Mon Jun 13, 2022 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.60] Desync bug
- Replies: 4
- Views: 3124
Re: [1.1.60] Desync bug
Thank you!
Any idea why this seemed to effect only my mod?
Any idea why this seemed to effect only my mod?
- Sun Jun 12, 2022 9:20 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.60] Desync bug
- Replies: 4
- Views: 3124
[1.1.60] Desync bug
As per instruction by Bilka I have a desync issue that is caused from the beginning of the game but is rather hidden for some time until a crc check is done by game internals. Steps to reproduce: 1) Enable Constructron-Continued (any version) 2) Load a fresh multiplayer game 3) /c game.force_crc() -...
- Sun Mar 13, 2022 12:08 am
- Forum: Not a bug
- Topic: [1.1.56] Spidertron waypoint orbiting
- Replies: 2
- Views: 1992
[1.1.56] Spidertron waypoint orbiting
Hi This is not a vanilla game bug however the issue occurs because of base game behavior. The issue is quite similar to this however has nothing to do with rails. https://forums.factorio.com/viewtopic.php?f=48&t=92196&p=524135&hilit=waypoint#p524135 My mod, Constructron-Continued, utiliz...
- Wed Mar 09, 2022 12:08 pm
- Forum: Modding interface requests
- Topic: Logistic Network Identifier
- Replies: 3
- Views: 1680
Re: Logistic Network Identifier
I thought I might give this a bump.
- Mon Feb 28, 2022 2:44 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 97467
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/eve ... _destroyed
Note
Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or
The sentence ends at or[/strike]
-> Fixed for the next release, thanks.
Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or
The sentence ends at or[/strike]
-> Fixed for the next release, thanks.
- Wed Feb 09, 2022 11:59 am
- Forum: Modding interface requests
- Topic: Logistic Network Identifier
- Replies: 3
- Views: 1680
Logistic Network Identifier
Hi I have a need in Constructron-Continued to be able to identify a logistic network and not just individual roboports and/or it's neighbors. v1.0.7 will walk between service stations(effectively roboports) based on a game.tick time out and walk to the next closest station with no regard for if it i...