Search found 42 matches

by Fishbus
Tue Sep 09, 2025 7:50 am
Forum: Modding interface requests
Topic: AccumulatorPrototype full_charge and empty_charge sprite layers
Replies: 0
Views: 50

AccumulatorPrototype full_charge and empty_charge sprite layers

Heya,

A 'small' thing, but it would be nice to define graphics for accumulators that are empty and/or fully charged.

e.g. a red blinking led animation for empty, and a green led for full.

Cheers
by Fishbus
Fri Sep 05, 2025 5:07 pm
Forum: Modding help
Topic: Can spoilage decay into nothing?
Replies: 2
Views: 171

Re: Can spoilage decay into nothing?

Deliciously succinct!

Can't wait to try and eat fish before they slip straight out of my hands!

Thanks!
by Fishbus
Fri Sep 05, 2025 4:10 pm
Forum: Modding help
Topic: Can spoilage decay into nothing?
Replies: 2
Views: 171

Can spoilage decay into nothing?

More of a query!

I was thinking a little about spoilage (I haven't touched it much as I'm not really working with SA) and I had the question pop into my head:

Can an item spoil into nothing? As in, is it possible to make an item decay completely.

This would be useful if something drops on the ...
by Fishbus
Fri Sep 05, 2025 1:27 pm
Forum: Modding interface requests
Topic: Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value
Replies: 1
Views: 203

Re: Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value

I've included a zipped .mkv video of in game footage of this issue happening.

(This is when turret_base_has_direction = false)

Cheers
by Fishbus
Thu Sep 04, 2025 11:38 am
Forum: Modding interface requests
Topic: Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value
Replies: 1
Views: 203

Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value

Heya,

I have this annoying bug where a turret that has turret_base_has_direction = false and some turn_range limit the turret will turn its base to face the direction if an enemy exits its cone of view and then become locked into that new angle. These turrets also have the 8-way-direction flag.

If ...
by Fishbus
Fri Aug 22, 2025 3:45 pm
Forum: Modding interface requests
Topic: Ability to make Remote Drone Car/Vehicle Driving work
Replies: 2
Views: 498

Re: Ability to make Remote Drone Car/Vehicle Driving work

I've looked and can't seem to find any solution to this... So a little bump for visibility.

I'd say it's a bug if it wasn't used in the base game. It would be nice for robotics to activate this remote ability though. 8-)
by Fishbus
Sun Aug 03, 2025 6:10 pm
Forum: Already exists
Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
Replies: 4
Views: 395

Re: Allow roboport equipment to work on a train while in Automatic mode

Rseding91 wrote: Sun Aug 03, 2025 6:03 pm The Factorio+ mod which adds the grid has not set

Code: Select all

allow_robot_dispatch_in_automatic_mode = true
on the rolling stock.
Thank you, that is my fault. I'll update the mod.
by Fishbus
Sun Aug 03, 2025 5:14 pm
Forum: Already exists
Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
Replies: 4
Views: 395

[Solved]Allow roboport equipment to work on a train while in Automatic mode

Heya,

I have a train with an equipment wagon (A cargo wagon with an equipment grid).

The roboport equipment DOES work (robots are sent out in range of the train/wagon) when the train is being driven on 'Manual', but when the train is on 'Automatic' the robots don't leave the train.

My default ...
by Fishbus
Mon Jul 14, 2025 7:53 am
Forum: Modding interface requests
Topic: Create-entity trigger "as_player"
Replies: 0
Views: 129

Create-entity trigger "as_player"

Heya,

When using the create-entity trigger, there is a property called "as_enemy" which forces the owner to be the enemy force

Would it be possible to make an "as_player" which would make the resulting entity be the player force.

Perhaps that would be at odds with the other one, so perhaps a ...
by Fishbus
Mon Jul 14, 2025 7:50 am
Forum: Modding help
Topic: Create-entity trigger way to set Owner?
Replies: 1
Views: 201

Create-entity trigger way to set Owner?

Heya,

I have a create-entity trigger effect that makes a few entities on creation. These are furnaces in this case.

They are created on enemy death, but as the player force I cannot use them. What determines the force they are created as? Is it inherited from the origin entity owner type (e.g ...
by Fishbus
Tue Jul 08, 2025 8:01 pm
Forum: Modding help
Topic: [Solved] Does create-entity trigger effect take ghosts into account?
Replies: 3
Views: 289

Re: Does create-entity trigger effect take ghosts into account?

I have had help to solve this

The fix was that the created entity should have its collision mask customised/changed to include the ghost layer.

Code: Select all

collision_mask = {layers={item=true, meltable=true, object=true, player=true, water_tile=true, is_object=true, is_lower_object=true, ghost=true}},
by Fishbus
Tue Jul 08, 2025 5:15 pm
Forum: Modding interface requests
Topic: [Solved] "create-entity" Trigger Effect "find_non_colliding_position" to care about ghosts
Replies: 3
Views: 225

Re: "create-entity" Trigger Effect "find_non_colliding_position" to care about ghosts

Rseding91 wrote: Tue Jul 08, 2025 5:07 pm Note the reason it doesn't work how you're asking is: it's using the collision mask from the entity defined in the trigger.
Ok that makes a lot of sense. it would use the created entitys collision mask.

Much thanks, I will report back.
by Fishbus
Tue Jul 08, 2025 4:18 pm
Forum: Modding interface requests
Topic: [Solved] "create-entity" Trigger Effect "find_non_colliding_position" to care about ghosts
Replies: 3
Views: 225

[Solved] "create-entity" Trigger Effect "find_non_colliding_position" to care about ghosts

Heya,

I have a" create-entity" trigger effect which does this:


{
type = "create-entity",
entity_name = data.entity_name,
check_buildability = true,
find_non_colliding_position = true,
non_colliding_search_radius = 3,
tile_collision_mask = {layers = {ghost= true} }
}


When this is ...
by Fishbus
Tue Jul 08, 2025 4:09 pm
Forum: Modding help
Topic: [Solved] Does create-entity trigger effect take ghosts into account?
Replies: 3
Views: 289

Re: Does create-entity trigger effect take ghosts into account?

Darn, I was hoping it'd all be on a trigger effect as I don't want to over rely on control stuff.

Unfortunately you can't even use the layer="ghost" as from looking at it, this is only the check for the initial test, but not the outward radius of re-checks.
by Fishbus
Mon Jul 07, 2025 4:31 am
Forum: Modding help
Topic: [Solved] Does create-entity trigger effect take ghosts into account?
Replies: 3
Views: 289

[Solved] Does create-entity trigger effect take ghosts into account?

Heya,

I have a create entity trigger effect that is the result of an enemy attack. It creates an entity where the attack hits.

However, this has a side effect of removing any player ghosts that happen to be on that location.

I'm using the two properties, which I thought may take ghosts into ...
by Fishbus
Wed Jul 02, 2025 5:58 pm
Forum: Modding help
Topic: Making a gun that requires no ammo
Replies: 4
Views: 436

Re: Making a gun that requires no ammo


Far as I'm aware it's not possible to make a gun that doesn't require ammo - presumably because some portions of it's attack is based on the ammo used.

You can make one that doesn't CONSUME ammo by setting the attack_parameters.ammo_consumption_modifier to 0. It still needs ammo in the gun but ...
by Fishbus
Wed Jul 02, 2025 4:39 pm
Forum: Modding help
Topic: Making a gun that requires no ammo
Replies: 4
Views: 436

Re: Making a gun that requires no ammo


What have you achieved so far?


All I've been able to get is making a new weapon, attach it to the car, but it still requires ammo in some capacity it seems.

ammo_type =
{
source_type = "default",
category = "gun-noise",
target_type = "position",
clamp_position = true,
action =
{
type ...
by Fishbus
Wed Jul 02, 2025 6:36 am
Forum: Modding help
Topic: Possible to do a glean/shine picture layer during the day?
Replies: 0
Views: 146

Possible to do a glean/shine picture layer during the day?

Something I was looking into a little while back but couldn't get something that I wanted.

I'm looking to make an image layer on a building, that is essentially the 'opposite' of a shadow layer.

A layer that adds an additive glow during the day, and fades out when it's night. As if the sun is ...

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