Search found 16 matches

by PrimeEagle
Thu Dec 26, 2024 11:51 pm
Forum: Not a bug
Topic: [2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor
Replies: 2
Views: 188

Re: [2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor

Rseding91 wrote: Thu Dec 26, 2024 9:21 pm Is the recipe unlocked?
That was the issue, thanks!
by PrimeEagle
Thu Dec 26, 2024 9:18 pm
Forum: Not a bug
Topic: [2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor
Replies: 2
Views: 188

[2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor

I'm not sure if this is a bug or if I'm doing something wrong, but inserters don't seem to insert scrap into recyclers in the map editor. In the normal game mode, it works fine. Attached is a save file to demonstrate.
by PrimeEagle
Sat Dec 21, 2024 6:40 pm
Forum: Gameplay Help
Topic: Distribution on Fulgora
Replies: 5
Views: 798

Distribution on Fulgora

What is the best way to distribute items on Fulgora? One approach was to have a large scrap processing facility on one island that sorts everything. The problem I ran into with that was distributing the results to other islands. You need something like 12 train stations for that, and I haven't found ...
by PrimeEagle
Sat Dec 14, 2024 9:44 pm
Forum: Not a bug
Topic: [2.0.25] "Auto request missing construction materials" only showing last 3 digits
Replies: 2
Views: 173

[2.0.25] "Auto request missing construction materials" only showing last 3 digits

In the attached screenshot, you can see the quantity 2810 of the space platform foundation are needed, but the "requests for construction" icon shows 810. This is consistent regardless of the number, it only shows the last 3 digits.
Screenshot 2024-12-14 154028.png
Screenshot 2024-12-14 154028.png (132.5 KiB) Viewed 173 times
by PrimeEagle
Sun Nov 03, 2024 4:35 pm
Forum: Not a bug
Topic: [2.0.14] When placing multiple modules, doesn't switch to next stack
Replies: 3
Views: 282

Re: [2.0.14] When placing multiple modules, doesn't switch to next stack

Attached is a save file and the log file.

Steps to reproduce:

1. Load the save
2. Click on the electric mining drill to your right.
3. Select the stack of 2 productivity modules from your inventory.
4. Place the modules into the electric mining drill. After the second one is placed, the hand is ...
by PrimeEagle
Sun Nov 03, 2024 3:23 pm
Forum: Not a bug
Topic: [2.0.14] When placing multiple modules, doesn't switch to next stack
Replies: 3
Views: 282

[2.0.14] When placing multiple modules, doesn't switch to next stack

Normally, if you have multiple stacks of an item in your inventory and you place a bunch of them, once a stack is depleted it automatically starts depleting from the next stack in your inventory. This isn't working for modules, though. Once a stack is depleted it clears your hand and forces you to ...
by PrimeEagle
Sat Nov 02, 2024 4:31 am
Forum: Gameplay Help
Topic: Chemical Plant: Circuit "Set Recipe" not usable?
Replies: 8
Views: 2172

Re: Chemical Plant: Circuit "Set Recipe" not usable?

You can set the recipe and the filter for the pump, and that works for the pipes that come after the pump but that doesn't clear out the previous liquid that was in the pump itself. Any way to address that?
by PrimeEagle
Tue Nov 15, 2022 6:44 am
Forum: Modding help
Topic: Resource Generation and Tile Restriction
Replies: 0
Views: 489

Resource Generation and Tile Restriction

Does anyone know how to use the newer "resource_autoplace" method of resource generation along with the tile_restiction property? It seems like the newest way to generate resources is with "resource_autoplace" instead of using peaks, but it doesn't seem to support tile_restriction. There's a post by ...
by PrimeEagle
Sat Oct 29, 2022 12:54 am
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 1600

Re: Mining In a Line

That's great, thanks!
by PrimeEagle
Fri Oct 28, 2022 9:33 pm
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 1600

Re: Mining In a Line


If you really wanted, you could make invisible companion drills that your mod places next to the center drill automatically. The effective zone would be the sum of the squares then. The side drills could have their result item placement vectors set to output on the center drill's belt, and they ...
by PrimeEagle
Thu Oct 27, 2022 11:28 pm
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 1600

Mining In a Line

I know the mining radius of miners can be adjusted, but can anyone think of a way to make a miner mine in a line in a single direction? For example, the miner mines the tile underneath it plus several tiles in a line in one direction only.
by PrimeEagle
Wed Oct 19, 2022 3:59 pm
Forum: Modding help
Topic: How Does Power and Signal Transfer Work?
Replies: 1
Views: 641

How Does Power and Signal Transfer Work?

I'm trying to understand how to mod circuit signal transfer and electricity. For example, for making new types of power poles or to make wireless versions of electricity and circuit signals. I'm a little unclear on how this works or where to start. Any recommendations for a tutorial or an overview ...
by PrimeEagle
Thu Oct 13, 2022 1:33 am
Forum: Modding help
Topic: Adding Sprite to Entity?
Replies: 6
Views: 1502

Re: Adding Sprite to Entity?


constant-combinator has 4 directions that you need to define. Here is an example for north.

data.raw["constant-combinator"]["constant-combinator"].sprites.north = {
layers = {
{
filename = "__base__/graphics/entity/combinator/constant-combinator.png",
frame_count = 1,
height = 52,
hr ...
by PrimeEagle
Thu Oct 13, 2022 12:48 am
Forum: Modding help
Topic: Adding Sprite to Entity?
Replies: 6
Views: 1502

Re: Adding Sprite to Entity?

DaveMcW wrote: Thu Oct 13, 2022 12:40 am What is the Prototype type of your entity? They all have different graphics requirements.
It's a variation of constant-combinator.
by PrimeEagle
Thu Oct 13, 2022 12:27 am
Forum: Modding help
Topic: Adding Sprite to Entity?
Replies: 6
Views: 1502

Re: Adding Sprite to Entity?


It is defined as data.raw["utility-sprites"]["default"].indication_arrow.filename = "__core__/graphics/arrows/indication-arrow.png"

If you want to use it in 4 rotations, you will have to copy and rotate the file in an image editor.


I found the definition, but I'm not sure how to use it. Is ...
by PrimeEagle
Wed Oct 12, 2022 9:53 pm
Forum: Modding help
Topic: Adding Sprite to Entity?
Replies: 6
Views: 1502

Adding Sprite to Entity?

How would I add the yellow input/output arrows from Decider Combinators to my own entity and icon? I looked at the vanilla Decider Combinator definitons and didn't see anything in there.

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