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
Search found 42 matches
- Tue Sep 09, 2025 7:50 am
- Forum: Modding interface requests
- Topic: AccumulatorPrototype full_charge and empty_charge sprite layers
- Replies: 0
- Views: 50
- 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!
Can't wait to try and eat fish before they slip straight out of my hands!
Thanks!
- 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 ...
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 ...
- 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
(This is when turret_base_has_direction = false)
Cheers
- 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 ...
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 ...
- 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.
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.

- 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
Thank you, that is my fault. I'll update the mod.Rseding91 wrote: Sun Aug 03, 2025 6:03 pm The Factorio+ mod which adds the grid has not seton the rolling stock.Code: Select all
allow_robot_dispatch_in_automatic_mode = true
- Sun Aug 03, 2025 5:40 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
Yep, no problem. Find the save attached.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
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}},
- Tue Jul 08, 2025 5:28 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
Yes that works
Many thanks again!
Many thanks again!
- 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
Ok that makes a lot of sense. it would use the created entitys collision mask.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.
Much thanks, I will report back.
- 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 ...
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 ...
- 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.
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.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...