Search found 16 matches

by Tubbles
Tue Dec 17, 2024 3:55 pm
Forum: Modding help
Topic: LuaEntity.ghost_prototype.items_to_place_this missing quality
Replies: 3
Views: 365

Re: LuaEntity.ghost_prototype.items_to_place_this missing quality

EvilPLa wrote: Thu Nov 28, 2024 10:57 pm The quality for that prototype is in the entity as a separate quality prototype.
Yeah I noticed that the information is there, I thought of it as a work around. But maybe its the intended way, to pass around the quality prototype as a separate object
by Tubbles
Sun Nov 10, 2024 7:39 pm
Forum: Modding help
Topic: LuaEntity.ghost_prototype.items_to_place_this missing quality
Replies: 3
Views: 365

LuaEntity.ghost_prototype.items_to_place_this missing quality

The table containing required items to revive a ghost, LuaEntity.ghost_prototype.items_to_place_this, does not include information on what quality level is needed, even though the ItemStackDefinition it contains seems to support it

After placing a legendary wooden chest with ghost building:

11-10 ...
by Tubbles
Sun Nov 10, 2024 7:25 pm
Forum: Implemented mod requests
Topic: Let all get_item_count() take ItemWithQualityID
Replies: 2
Views: 443

Let all get_item_count() take ItemWithQualityID

I propose "upgrading" all classes that has the get_item_count() function so they all take an ItemWithQualityID. Today, only some of them do this, with requires us to instead loop through their respective LuaInventory as a work-around in order to differentiate between quality levels:

* LuaControl ...
by Tubbles
Mon Dec 06, 2021 11:51 am
Forum: Modding help
Topic: [1.1.48] Entity with "water-tile" collision also collides with rails
Replies: 2
Views: 2428

Re: [1.1.48] Entity with "water-tile" collision also collides with rails

Thank you posila

I figured it out also this morning. I needed to add another collision layer and add that layer to both my entity and the water tile prototype :D
by Tubbles
Sun Dec 05, 2021 9:19 pm
Forum: Modding help
Topic: [1.1.48] Entity with "water-tile" collision also collides with rails
Replies: 2
Views: 2428

[1.1.48] Entity with "water-tile" collision also collides with rails

Hi

I recently got a bug report on my mod https://mods.factorio.com/mod/Updated_Construction_Drones/discussion/619aca2eb4ea880a1c25fb51

It seems that when adding the "water-tile" collision string to the collision_mask of my entity, it started to also collide with train rails.

Can be seen in the ...
by Tubbles
Sat Nov 20, 2021 9:58 pm
Forum: Modding interface requests
Topic: Able to control working_sound
Replies: 0
Views: 940

Able to control working_sound

Hi,

I would like to be able to control, at runtime and per each player, the setting of working_sound.volume or similar so I can control some entity sounds in my mod, as per feature request from a user

https://mods.factorio.com/mod/Updated_Construction_Drones/discussion/61434570a303c7fae9eb6a04 ...
by Tubbles
Fri Mar 01, 2019 5:15 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string
Replies: 4
Views: 4335

Re: [0.17.1] Map preview, random seed stops working after importing exchange string

Id like to confirm this issue, kinda annoying because I like to set up my settings properly via reloading the preview pane several times. When I found a preset I like I save the map exchange string to be able to come back and generate a new seed and hit play. However, I noticed this bug and was ...
by Tubbles
Fri Jul 20, 2018 1:11 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 92
Views: 51866

Re: Friday Facts #252 - Sound design & Map editor

I enjoy the map editor very much, and especially the multiplayer capability. Have you guys given 'triggers' or similar functionality or some other scripting any thought? I've spent several years in the wc3 map editor and would love it if factorio got something similar
by Tubbles
Mon Apr 24, 2017 6:33 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 157236

Re: Version 0.15.0

HanziQ wrote:
  • Removed support of 32 bit systems.
I'm curious for the reason for this?
by Tubbles
Sat Mar 11, 2017 6:22 pm
Forum: Won't fix.
Topic: Game freezes on graphics driver update
Replies: 1
Views: 1505

Game freezes on graphics driver update

Yeah the title says it all. I forgot to use my brain and pressed "update" on the nvidida driver update, and then went back to obliviously play the game. The screen started to flash (as per usual when updating graphics drivers) and then the game froze. Of course. So I thought I would just make you ...
by Tubbles
Mon Aug 15, 2016 4:06 pm
Forum: Multiplayer
Topic: testing
Replies: 6
Views: 2939

Re: Looking for someone to play CO-OP with

Mtzgamer01 wrote:I'll play. IP: 127.0.0.1
That is harsh.

Anyway, why don't you crack open the new multiplayer gui and find an open server, SlimeEnergy? Look around and try to find people to play with? GL :D
by Tubbles
Mon Aug 15, 2016 4:03 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Let's see your no laser defense ideas!
Replies: 25
Views: 21639

Re: Let's see your no laser defense ideas!

Wait ... how? Do you keep each roboport out of range of its neighbor? I am in a pickle about this - if I isolate the roboports from each other that leaves a gap where they can't repair walls, but if I connect them all together I can't use the circuit network to [partly] fill a roboport because it ...
by Tubbles
Fri Jul 01, 2016 12:36 pm
Forum: Balancing
Topic: Purple science require rare ore
Replies: 19
Views: 7980

Re: Purple science require rare ore

a rare ore that only spawns far from the starting area.

I like this idea a lot, then again, I think I like the idea of adding more content to the game in most forms.

I don't think it needs to be a "hard to find" type of ore, just a "hard to get" type. I.e. it is found far away from the starting ...
by Tubbles
Fri Mar 18, 2016 11:57 am
Forum: Multiplayer
Topic: [EU][0.13.6][Dedicated] pve.flsw.io
Replies: 89
Views: 27480

Re: [EU] flsw.io

You guys seem to need more oil!
by Tubbles
Wed Mar 16, 2016 11:05 pm
Forum: General discussion
Topic: Annoyances associated with Factory building
Replies: 41
Views: 16015

Re: Annoyances associated with Factory building

Kinda nitpicky since I need everything to be set up perfectly, but
Building large fields of something (solar panels, accumulators, chest storage, etc) only to find it off by 1 tile.
Then needing to destroy everything to move it over.
Worst is with storage chests imho : with blueprints and robots ...

Go to advanced search