Search found 20 matches
- Tue Nov 19, 2024 7:47 pm
- Forum: Duplicates
- Topic: [2.0.15] LuaSpacePlatform not storing starter_pack properly
- Replies: 1
- Views: 38
[2.0.15] LuaSpacePlatform not storing starter_pack properly
Not sure what specifically causes it, but sometimes reads from starter_pack on LuaSpacePlatform will be nil.
Occurs when space platforms are created normally via rocket as well.- Mon Nov 18, 2024 3:28 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 6
- Views: 360
Re: Setting Parent Body for a SpaceLocation
+1
adding moons to planets and have the orbit draw properly would be really cool
adding moons to planets and have the orbit draw properly would be really cool
- Fri Nov 15, 2024 6:38 pm
- Forum: Modding interface requests
- Topic: [2.0.15] Add create_asteroid() to LuaSpacePlatform
- Replies: 1
- Views: 120
[2.0.15] Add create_asteroid() to LuaSpacePlatform
Essentially, add direct counterparts to spawn asteroids instead of asteroid chunks.
destroy_asteroids(area, position, name, limit, invert)
create_asteroids(asteroids)
find_asteroids_filtered(area, position, name, limit, invert)
destroy_asteroids(area, position, name, limit, invert)
create_asteroids(asteroids)
find_asteroids_filtered(area, position, name, limit, invert)
- Fri Nov 15, 2024 6:11 pm
- Forum: Modding interface requests
- Topic: [2.0] Make LuaSpacePlatform create_asteroid_chunks() more optional
- Replies: 0
- Views: 94
[2.0] Make LuaSpacePlatform create_asteroid_chunks() more optional
The function requires asteroid chunks to have a specified position and velocity, which is just kinda odd. I think the parameters should be optional and just have the chunk spawn along with the other regularly spawned chunks if position is missing.
- Fri Nov 08, 2024 3:53 pm
- Forum: Won't implement
- Topic: Change the max carrying weight of a rocket in the silo prototype
- Replies: 1
- Views: 92
Change the max carrying weight of a rocket in the silo prototype
Add a parameter to change the max carrying weight of a rocket in the silo prototype.
- Fri Nov 08, 2024 3:45 pm
- Forum: Modding interface requests
- Topic: LuaSpacePlatform.send_drop_pod(), receive_drop_pod()
- Replies: 1
- Views: 110
Re: LuaSpacePlatform.send_drop_pod(), receive_drop_pod()
+1 to this.
would be interesting as well if this could also send items between space platforms in some way, which could enable more interesting space platform exclusive processing.
would be interesting as well if this could also send items between space platforms in some way, which could enable more interesting space platform exclusive processing.
- Fri Nov 08, 2024 3:41 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 16
- Views: 769
[2.0.14] Add more ways for quality to affect items
It's weird that only a specific few properties about a prototype are affected by quality. For example, - Why am I not able to set roboport ranges to scale with quality? - Why are beacon ranges not able to scale? - Why can't train attributes scale with quality? (acceleration, top speed, cargo wagon s...
- Sun Nov 03, 2024 4:11 am
- Forum: Modding interface requests
- Topic: [2.0.14] Add more features to the starmap
- Replies: 0
- Views: 174
[2.0.14] Add more features to the starmap
The starmap has a solid foundation, but is lacking a significant amount of features I think is missing. A decent amount of these are in Space Exploration already. - Add the ability to add some sort of decorations to the starmap to spice up just gray lines on a black background - Add a flag to hide p...
- Thu Oct 31, 2024 5:17 am
- Forum: Duplicates
- Topic: (2.0.12) Random crash because of a bot while autosaving?
- Replies: 1
- Views: 130
(2.0.12) Random crash because of a bot while autosaving?
0.001 2024-10-30 22:49:14; Factorio 2.0.12 (build 79795, win64, steam, space-age) 0.001 Operating system: Windows 10 (build 19044) 0.000 Initializing Steam API. 0.001 Program arguments: "D:\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Config path: C:/Users/capta/AppData/Roam...
- Tue Oct 22, 2024 2:11 am
- Forum: Duplicates
- Topic: [2.0.8] Crashing when opening electrical network gui after adding accumulators and solar panels
- Replies: 1
- Views: 113
[2.0.8] Crashing when opening electrical network gui after adding accumulators and solar panels
0.000 2024-10-21 21:58:35; Factorio 2.0.8 (build 79416, win64, steam) 0.000 Operating system: Windows 10 (build 19044) 0.000 Initializing Steam API. 0.001 Program arguments: "D:\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Config path: C:/Users/capta/AppData/Roaming/Factorio...
- Fri Sep 06, 2024 1:16 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 34830
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
i can see every one of the combat tweaks being good EXCEPT personal laser defenses. 66% damage reduction is honestly just insane, especially to the only form of automatic defense for the character.
perhaps a better direction to take it would be a nerfed radius instead?
perhaps a better direction to take it would be a nerfed radius instead?
- Thu Sep 05, 2024 10:14 pm
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 16
- Views: 4435
Re: A setting on recipes to only output 1 item.
big +1 to this, having some sort of output where there's only 1 guaranteed result would be extremely nice to have
- Wed Sep 04, 2024 3:24 am
- Forum: Modding interface requests
- Topic: Add a flag to flip solar energy production
- Replies: 2
- Views: 309
Add a flag to flip solar energy production
Add a flag to solar panel prototypes that inverses the power production
E.g. produces power at night and none during day
E.g. produces power at night and none during day
- Fri Aug 23, 2024 2:03 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 17498
Re: Friday Facts #425 - Behind the legs
the animations for the pentapods look fantastic, but applying those animations to the spidertron is just not it. the vertical movement looks fine, but the horizontal movement really looks like a prototype more than a finished product. i think the knees on the spidertron should remain a little stiffe...
- Wed Aug 21, 2024 3:00 pm
- Forum: Modding help
- Topic: Grabbing mining_target for an entity on creation
- Replies: 3
- Views: 308
Re: Grabbing mining_target for an entity on creation
It only becomes an issue because I have two separate scripts, one to store mining patches and one to store the machines that go on those mining patches. The way I had the patches indexed was by entity so I could use mining_target on the machines and just grab the associated patch, but it just looks ...
- Wed Aug 21, 2024 4:52 am
- Forum: Modding help
- Topic: Grabbing mining_target for an entity on creation
- Replies: 3
- Views: 308
Grabbing mining_target for an entity on creation
I'm having issues when trying to grab a mining-drill entity's mining target whenever it is created. It seems to only get it on the first tick it runs, even though it's a pump jack. I tried using find_entities_filtered on the area where it spawns, but it doesn't return what I need. It seems to return...
- Wed Aug 14, 2024 1:18 am
- Forum: Modding help
- Topic: Help with resource autoplace settings
- Replies: 0
- Views: 183
Help with resource autoplace settings
Hi!
I cannot wrap my head around how the autoplace works in scripting.
My goal is to spawn a singular resource well every 1000-1500 meters, but I have no clue how I would achieve this with autoplace in scripting.
Can someone help me understand?
I cannot wrap my head around how the autoplace works in scripting.
My goal is to spawn a singular resource well every 1000-1500 meters, but I have no clue how I would achieve this with autoplace in scripting.
Can someone help me understand?
- Wed Aug 14, 2024 1:16 am
- Forum: Modding help
- Topic: Help with creating an assembler with an automatic loader output
- Replies: 2
- Views: 494
Re: Help with creating an assembler with an automatic loader output
This worked like a charm, thanks!
- Wed Apr 17, 2024 2:57 pm
- Forum: Modding help
- Topic: Help with creating an assembler with an automatic loader output
- Replies: 2
- Views: 494
Help with creating an assembler with an automatic loader output
Hi! I'm currently developing a mod with metal casters that can convert molten metal directly into intermediate products. I would like for the assembler to automatically output these products, similar to how the recycler appears to in FFF-375. Any ideas on how to achieve this? Was thinking of potenti...
- Fri Sep 15, 2023 12:17 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 82030
Re: Friday Facts #376 - Research and Technology
The oil example given is a bit problematic. If you think about how this process works there's some annoying steps for the player. 1. Research pumpjacks 2. Go place pumpjacks. But then there's nothing you can do with the oil. 3. Then go back and make chem plants oil refineries. 4. Then go back to th...