Search found 20 matches

by redplasticstraw
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.
11-19-2024, 14-46-54.png
11-19-2024, 14-46-54.png (112.04 KiB) Viewed 38 times
Occurs when space platforms are created normally via rocket as well.
by redplasticstraw
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
by redplasticstraw
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)
by redplasticstraw
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.
by redplasticstraw
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.
by redplasticstraw
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.
by redplasticstraw
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...
by redplasticstraw
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...
by redplasticstraw
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...
by redplasticstraw
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...
by redplasticstraw
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?
by redplasticstraw
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
by redplasticstraw
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
by redplasticstraw
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...
by redplasticstraw
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 ...
by redplasticstraw
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...
by redplasticstraw
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?
by redplasticstraw
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...
by redplasticstraw
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...

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