Search found 20 matches

by ILLISIS
Tue May 14, 2024 2:46 pm
Forum: Modding interface requests
Topic: LuaRendering.draw_on_map
Replies: 25
Views: 9439

Re: LuaRendering.draw_on_map

+1
by ILLISIS
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!
by ILLISIS
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!
by ILLISIS
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...
by ILLISIS
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...
by ILLISIS
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.
by ILLISIS
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 ...
by ILLISIS
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!
by ILLISIS
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...
by ILLISIS
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.
by ILLISIS
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...
by ILLISIS
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!
by ILLISIS
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...
by ILLISIS
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...
by ILLISIS
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?
by ILLISIS
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() -...
by ILLISIS
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...
by ILLISIS
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.
by ILLISIS
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.
by ILLISIS
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...

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