Search found 45 matches
- Fri May 29, 2026 1:23 pm
- Forum: Implemented mod requests
- Topic: train stop limit reservation
- Replies: 2
- Views: 466
Re: train stop limit reservation
love your work!
- Mon May 04, 2026 12:40 am
- Forum: Gameplay Help
- Topic: [2.0.76] create_spidertron() does not set request_from_buffers to true like the spidertron
- Replies: 3
- Views: 394
Re: [2.0.76] create_spidertron() does not set request_from_buffers to true like the spidertron
You’ll need to report this to the mod author. We have no control of what the mod is doing.
I am the mod author - request_from_buffers is a runtime parameter not being set on anything that uses the create_spidertron() function which is part of the core.
I'd expect that using the function makes ...
- Sun May 03, 2026 2:38 pm
- Forum: Gameplay Help
- Topic: [2.0.76] create_spidertron() does not set request_from_buffers to true like the spidertron
- Replies: 3
- Views: 394
- Sun Apr 26, 2026 11:16 am
- Forum: Implemented mod requests
- Topic: train stop limit reservation
- Replies: 2
- Views: 466
train stop limit reservation
Background
I am working on a Clusterio plugin (Universal Edges / Gridworld) that stitches multiple Factorio servers into one logical world. Trains can cross between servers through portal entities. Cross-server pathfinding runs on a dedicated server, pathworld , that picks the destination stop ...
I am working on a Clusterio plugin (Universal Edges / Gridworld) that stitches multiple Factorio servers into one logical world. Trains can cross between servers through portal entities. Cross-server pathfinding runs on a dedicated server, pathworld , that picks the destination stop ...
- Sun Apr 26, 2026 11:06 am
- Forum: Modding interface requests
- Topic: Raise events when train stop limits are changed
- Replies: 2
- Views: 1132
- Thu Feb 26, 2026 12:32 pm
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 12
- Views: 3109
Re: API request: Module ghost events
@Rseding91 if I remember correctly, the request here was to have an on_built event fire for insert_plans on LuaEntities not ghost entities
- Fri May 23, 2025 2:15 am
- Forum: Modding interface requests
- Topic: Spidertron autopilot destination changes
- Replies: 0
- Views: 578
Spidertron autopilot destination changes
Hi
We have;
add_autopilot_destination
autopilot_destination
and more to the point; autopilot_destinations
But why is autopilot_destinations not Read|Write array ?
Seems like a logical change that would allow for ad-hoc changes to the waypoints already set.
Cheers
We have;
add_autopilot_destination
autopilot_destination
and more to the point; autopilot_destinations
But why is autopilot_destinations not Read|Write array ?
Seems like a logical change that would allow for ad-hoc changes to the waypoints already set.
Cheers
- Sun May 11, 2025 12:26 pm
- Forum: Won't implement
- Topic: read Lightning protection status
- Replies: 2
- Views: 919
Re: read Lighting protection status
Typo in the title.. I was very confused initially 
- Sun May 11, 2025 12:23 pm
- Forum: Implemented mod requests
- Topic: Ability to disable roboport equipment
- Replies: 1
- Views: 598
Ability to disable roboport equipment
I am seeking the ability to disable roboport equipment - particularly of a spidertron. Reason being is that I want to have greater control over the robots, if the spidertron is in combat and it happens to not be moving, the robots deploy and are targeted by biters.
I have attempted to swap out the ...
I have attempted to swap out the ...
- Thu May 01, 2025 10:37 am
- Forum: Modding interface requests
- Topic: A way to stop Spidertron destination overshoot
- Replies: 10
- Views: 1873
Re: Spidertron destination overshoot
Thanks for your well placed clarification DoubleThought - that is right
By no means am I requesting a rewrite of the existing functionality - I completely understand there is very little drive for you or Wube in general to do so, Rseding. When I made this thread, I attempted not to imprint any ...
By no means am I requesting a rewrite of the existing functionality - I completely understand there is very little drive for you or Wube in general to do so, Rseding. When I made this thread, I attempted not to imprint any ...
- Thu May 01, 2025 5:34 am
- Forum: Modding interface requests
- Topic: A way to stop Spidertron destination overshoot
- Replies: 10
- Views: 1873
Re: Spidertron destination overshoot
HI Rseding91
My understanding based on Boskid's previous explanation in the post is that there are two hard coded modifiers for spidertron movement (force and dampening). Whilst overshooting the destination is not by design it is by consequence of the these factors.
For people such as myself and ...
My understanding based on Boskid's previous explanation in the post is that there are two hard coded modifiers for spidertron movement (force and dampening). Whilst overshooting the destination is not by design it is by consequence of the these factors.
For people such as myself and ...
- Mon Apr 28, 2025 1:07 pm
- Forum: Modding interface requests
- Topic: A way to stop Spidertron destination overshoot
- Replies: 10
- Views: 1873
A way to stop Spidertron destination overshoot
Hi there
The below post is a lot more relevant these days with quality spiders and exoskeletons.. I have not had any cases recently with way point orbiting specifically but there is noticeably a target position overshoot issue even after just 2-3 legendary exoskeletons.
https://forums.factorio.com ...
The below post is a lot more relevant these days with quality spiders and exoskeletons.. I have not had any cases recently with way point orbiting specifically but there is noticeably a target position overshoot issue even after just 2-3 legendary exoskeletons.
https://forums.factorio.com ...
- Fri Apr 25, 2025 2:37 am
- Forum: Assigned
- Topic: [Strangepan] [2.0.45] max_gap_size pathfinder issue
- Replies: 0
- Views: 442
[Strangepan] [2.0.45] max_gap_size pathfinder issue
I believe there is an inconsistency when max_gap_size is used in the path finder, it does not seem to account for the bounding box on continuous paths leading to the spider getting stuck trying to path over the large buildings.
1) load into the save, observe the spider paths through the large ...
1) load into the save, observe the spider paths through the large ...
- Fri Apr 04, 2025 3:07 am
- Forum: Modding interface requests
- Topic: Add robot.speed [R]
- Replies: 3
- Views: 855
Re: Add robot.speed [R]
Hey mate
Robots do not have `status`. That would be a better alternative as it would be the game saying everything is okay(robots are doing something) rather than needing to try and determine it at lua stage.
I have deemed it necessary to watch an attribute of the robots over a few ticks if this ...
Robots do not have `status`. That would be a better alternative as it would be the game saying everything is okay(robots are doing something) rather than needing to try and determine it at lua stage.
I have deemed it necessary to watch an attribute of the robots over a few ticks if this ...
- Tue Apr 01, 2025 2:22 pm
- Forum: Modding interface requests
- Topic: Add robot.speed [R]
- Replies: 3
- Views: 855
Re: Add robot.speed [R]
Rethinking this... It suffers from the same issue due to the update frequency.
I am going to try watching orientation over a few checks and making a determination on that.
I am going to try watching orientation over a few checks and making a determination on that.
- Tue Apr 01, 2025 1:40 pm
- Forum: Modding interface requests
- Topic: Add robot.speed [R]
- Replies: 3
- Views: 855
Add robot.speed [R]
Hi
I would like the ability to read a robot's speed in order to determine if a robot is working or waiting / hovering for something such as;
- The inventory being full in a spidertron
- A player standing on a ghost entity it is trying to build
- Cases like where the robot is trying to build a ...
I would like the ability to read a robot's speed in order to determine if a robot is working or waiting / hovering for something such as;
- The inventory being full in a spidertron
- A player standing on a ghost entity it is trying to build
- Cases like where the robot is trying to build a ...
- Sun Mar 23, 2025 4:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.42] selection-tool does not visually select ghost-tiles
- Replies: 2
- Views: 2731
[Lou][2.0.42] selection-tool does not visually select ghost-tiles
The selection tool for tile-ghosts in particular appears to be incorrect.
semi-related - the selection tool also does not pickup item-request-proxies
link to code:
https://github.com/ILLISIS/Constructron-Continued/blob/dev/data/selection_tool.lua
https://github.com/ILLISIS/Constructron-Continued ...
semi-related - the selection tool also does not pickup item-request-proxies
link to code:
https://github.com/ILLISIS/Constructron-Continued/blob/dev/data/selection_tool.lua
https://github.com/ILLISIS/Constructron-Continued ...
- Sat Mar 22, 2025 6:11 am
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation
- Replies: 0
- Views: 373
Event for item-request-proxy creation
Greetings
Requesting for the ability to listen for item-request-proxy creation. Currently the only way to find them is to either 1) have the item-request-proxy created at the time of the ghost and listen for on_built_entity or 2) using surface.find_entity_filtered .
My suggestion is to simply raise ...
Requesting for the ability to listen for item-request-proxy creation. Currently the only way to find them is to either 1) have the item-request-proxy created at the time of the ghost and listen for on_built_entity or 2) using surface.find_entity_filtered .
My suggestion is to simply raise ...
- Sun Jan 19, 2025 12:36 am
- Forum: Modding interface requests
- Topic: Elevated rails prerequisite entity construction
- Replies: 1
- Views: 771
- Sun Jan 19, 2025 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Force place over water does not trigger on_entity_built
- Replies: 2
- Views: 1583
[Lou]Force place over water does not trigger on_entity_built
Force placing an entity over water does not trigger on_entity_built or script_raised_built for the landfill tile-ghost entities, for the original entity, the event does get triggered.