Search found 31 matches

by half a cat
Mon Jan 13, 2025 6:55 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] No event when equipment is removed by a bot
Replies: 1
Views: 401

[Rseding91] [2.0.28] No event when equipment is removed by a bot

I believe that the on_equipment_removed event should be triggered whenever equipment is removed from an equipment grid. However, it is not triggered when a bot removes equipment from an equipment grid. As far as I can tell, no other event is triggered, either. This is a problem for mods that want to ...
by half a cat
Mon Jan 13, 2025 7:48 am
Forum: Modding help
Topic: Making a composite entity act like a normal entity
Replies: 7
Views: 449

Re: Making a composite entity act like a normal entity

Thanks, I got cut and paste to work.

Undo still does not work. There are other messages that say it can't be done (viewtopic.php?p=602029#p602029) (viewtopic.php?p=427782#p427782) so I guess it is not possible to make custom entities undoable.
by half a cat
Sun Dec 29, 2024 7:47 am
Forum: Modding help
Topic: Making a composite entity act like a normal entity
Replies: 7
Views: 449

Re: Making a composite entity act like a normal entity

I followed that advice and made blueprints work by modifying BlueprintEntities in on_player_setup_blueprint, but it only works for the blueprint tool, not for cut or copy. Although cut and copy actions will produce a blueprint event, the event handler can't read player.blueprint_to_setup, which is ...
by half a cat
Wed Dec 25, 2024 8:07 pm
Forum: Modding help
Topic: Making a composite entity act like a normal entity
Replies: 7
Views: 449

Making a composite entity act like a normal entity

I am making a composite entity and having trouble making it behave like a normal entity for everything that can create and destroy it in the engine. I would appreciate some guidance.

The composite entity comprises a power generator and a crafting machine, which are both assemblers. Players interact ...
by half a cat
Mon Dec 02, 2024 6:55 pm
Forum: Not a bug
Topic: [2.0.23] Loaders do not orient when built on space platforms
Replies: 2
Views: 217

Re: [2.0.23] Loaders do not orient when built on space platforms

Thank you, I confirmed that the updated mod has fixed it.
by half a cat
Mon Dec 02, 2024 5:35 pm
Forum: Not a bug
Topic: [2.0.23] Loaders do not orient when built on space platforms
Replies: 2
Views: 217

[2.0.23] Loaders do not orient when built on space platforms

When a loader is placed, it normally becomes either a loader or unloader according to which entities are adjacent; however, when placed on a space platform it always becomes an unloader. I believe that the space platform behavior is a bug, and it should behave the same as on other surfaces.

The ...
by half a cat
Sat Nov 16, 2024 8:46 pm
Forum: Modding help
Topic: Influencing biter expansion
Replies: 1
Views: 219

Influencing biter expansion

I want to make biter expansion avoid specific areas that are chosen by a script. Is there a way to do this? Is there documentation for the expansion algorithm so I can look for ways to influence it?
by half a cat
Sun Oct 27, 2024 2:42 am
Forum: Modding interface requests
Topic: Allow more than one filter on fluid_boxes
Replies: 5
Views: 890

Re: Allow more than one filter on fluid_boxes

I wanted fluid categories, so I made a mod with an API that's hopefully useful for other mods that define their own entities and fluids. Since I can't prevent fluids from flowing, the mod destroys pipes when they have an incompatible fluid.

I haven't worked with the remote interface before, so ...
by half a cat
Fri Oct 25, 2024 7:25 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] Half diagonal rail should cost 2 rails
Replies: 2
Views: 1820

[boskid] Half diagonal rail should cost 2 rails

A half-diagonal rail is twice as long as a straight rail for the same cost, so zig-zagging railways are cheaper than straight ones. I suggest to make half-diagonals cost 2 rails for balancing purposes. It would be like how curved segments cost multiple rails.
by half a cat
Fri Oct 25, 2024 2:33 am
Forum: Modding interface requests
Topic: [2.0.10] Fluidbox temperature
Replies: 2
Views: 284

Re: [2.0.10] Fluidbox temperature

There are multiple levels of transport belt upgrades, so pipes feel kind of left out. A feature like this might enable pipe upgrades at the mod level, with more advanced pipes able to carry more fluids.
by half a cat
Sat Oct 05, 2024 6:50 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 39354

Re: Friday Facts #431 - Gleba & Captivity


The idea involves using two types of bacteria: one that breaks down iron and another that processes copper. These bacteria work efficiently in special bio-liquids, which the player pumps into a bioreactor, mixing with the appropriate bacteria.


This sounds like bioleaching .

I liked how Nullius ...
by half a cat
Sun Sep 22, 2024 9:22 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 39886

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

The reason you're killing it is to get the resources. [...] So you must kill the worm to get the resources.

You don't get resources by killing a demolisher. You get resources by building miners and other extraction machines. So, even after a demolisher has been killed, there remains a reason to ...
by half a cat
Mon Sep 16, 2024 5:37 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 91195

Re: Friday Facts #416 - Fluids 2.0

Will the valves in various mods work with the new fluid system? Since they allow or prevent flow by means of their fluid box height, they will only work if they don't join with connected entities into one big fluid box.
by half a cat
Mon Jul 22, 2024 5:02 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 26338

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Instead of the display panel being dark, I feel it should be lit with text, to show that the player sees in the UI what the character sees on the screen. Obviously the screen won't be readable, and just a fixed "text" icon would accomplish this.
by half a cat
Sun Jul 14, 2024 12:45 am
Forum: Ideas and Suggestions
Topic: Make lights visible in the shade
Replies: 2
Views: 405

Make lights visible in the shade

TL;DR: Indicator lights' brightness should not be affected by illumination effects such as shadows and nightfall.

The game has several kinds of indicator lights, which are small and bright and convey information to the player. Illumination changes their brightness as if the lights were painted on ...
by half a cat
Wed Jun 26, 2024 6:56 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 91195

Re: Friday Facts #416 - Fluids 2.0


2) People are complaining it removes a puzzle/challenge element from the game. I ask you, how different are your designs going to be, really, with this change? How many people are getting down into the fine, fiddly details of the fluid system instead of just hooking up the pipes from supply to ...
by half a cat
Fri Jun 21, 2024 6:03 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 91195

Re: Friday Facts #416 - Fluids 2.0

Factorio's appeal is that its core mechanics produce logistics puzzles—how do you move things from source to destination?—and this change removes the puzzles for fluids. As Plop-and-Run mentioned, it's like turning belts into arbitrary-size chests.

Here's an example of how the fluid mechanics play ...
by half a cat
Fri Jun 21, 2024 3:46 am
Forum: Ideas and Suggestions
Topic: Recipes that consume a fraction of an item
Replies: 1
Views: 362

Recipes that consume a fraction of an item

TL;DR
Introduce recipes that consume a fraction of an item, like how turrets consume a fraction of a magazine and labs consume a fraction of a science pack.

What ?
Add recipes that consume a fraction of an item, like how labs or turrets gradually consume their inputs. The item would remain in ...
by half a cat
Mon Apr 01, 2024 4:31 am
Forum: Not a bug
Topic: [1.1.104] Diagonal train tracks are too short
Replies: 1
Views: 667

[1.1.104] Diagonal train tracks are too short

Diagonal rails are shorter than rectilinear ones, resulting in diagonal rail lines costing more per kilometer. This goes against the intuition that rails are the same regardless of their orientation. The horizontal/vertical rails need to be about 30% shorter, or diagonals need to be about 40% longer ...
by half a cat
Thu Feb 01, 2024 5:23 am
Forum: Modding interface requests
Topic: Key modifiers in shortcut events
Replies: 0
Views: 309

Key modifiers in shortcut events

Similar to Key modifiers in on_gui_click, I would like to have modifier keys in on_lua_shortcut so that a shortcut button can act differently based on modifiers.

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