Search found 25 matches
- Tue Nov 12, 2024 1:14 pm
- Forum: Technical Help
- Topic: [2.0.16] Platform not completing interupt
- Replies: 1
- Views: 187
[2.0.16] Platform not completing interupt
Save file attached. "3 Gleba hauler" has been stuck at nauvis for over an hour with the "inactivity time" being satisfied and the "All requests satisfied" condition also being complete. I have individually checked each of the requests and cannot find any requests that m...
- Thu Nov 07, 2024 12:43 pm
- Forum: Gameplay Help
- Topic: Space platform request loop
- Replies: 0
- Views: 147
Space platform request loop
save attached. Daedalus space platform is at nauvis requesting 50 turbo splitters from nauvis and set to unload at nauvis Nauvis pad is requesting 50 turbo splitters and has 48. Turbo splitters are built on vulcanus and brought to nauvis via a different platform (nauvis hauler) which is set to leave...
- Thu Nov 07, 2024 2:22 am
- Forum: Modding interface requests
- Topic: Elevated rails prerequisite entity construction
- Replies: 0
- Views: 129
Elevated rails prerequisite entity construction
11-07-2024, 13-07-19.png Referring to the image attached, I am met with a situation where objects are within construction range are able to be supplied but not built by robots. The API has the ability to determine that the item required to build a ghost entity is available in the logistic network h...
- Sat Nov 02, 2024 11:18 am
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 5
- Views: 297
- Sun Oct 20, 2024 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.6] Crash manipulating roboport sections (AutoTrasher::execute())
- Replies: 1
- Views: 567
[2.0.6] Crash manipulating roboport sections (AutoTrasher::execute())
Lua code:
Code: Select all
local test = entity.get_logistic_point(0)
local section = test.add_section()
section.set_slot(1, {
value = {
name = "iron-plate",
quality = "normal",
},
min = 10,
max = 10
})
- Tue May 14, 2024 2:46 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 26
- Views: 9957
- Fri Oct 13, 2023 11:39 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 44259
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: 1346
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: 1346
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: 2411
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: 26
- Views: 9957
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: 1374
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: 875
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: 1374
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: 2357
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: 1374
[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: 2634
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: 2634
[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: 100671
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: 3269
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?