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 ...
Search found 33 matches
- Mon Jul 14, 2025 7:53 am
- Forum: Modding interface requests
- Topic: Create-entity trigger "as_player"
- Replies: 0
- Views: 80
- Mon Jul 14, 2025 7:50 am
- Forum: Modding help
- Topic: Create-entity trigger way to set Owner?
- Replies: 1
- Views: 119
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: 221
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: 169
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: 169
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: 169
[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: 221
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: 221
[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: 329
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: 329
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: 104
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 ...
- Tue Jul 01, 2025 6:18 am
- Forum: Modding help
- Topic: Making a gun that requires no ammo
- Replies: 4
- Views: 329
Making a gun that requires no ammo
Heya,
I want to make a weapon, or gun. something I can attach to say, a vehicle. I do not need ammo in any way, and I can just fire it without any cost.
e.g. I want to make a gun that only "action = ..." is to just make a noise when I press fire.
Is there such a way? I feel like since turrets can ...
I want to make a weapon, or gun. something I can attach to say, a vehicle. I do not need ammo in any way, and I can just fire it without any cost.
e.g. I want to make a gun that only "action = ..." is to just make a noise when I press fire.
Is there such a way? I feel like since turrets can ...
- Sun Jun 29, 2025 1:48 am
- Forum: Not a bug
- Topic: [2.0.55]Mod breaks reading capitalized extensions only when in a .zip
- Replies: 1
- Views: 147
[2.0.55]Mod breaks reading capitalized extensions only when in a .zip
Heya,
Really weird interaction inside a mod I am working on recently.
I had an external blender script change some files from "filename.png" to "filename.PNG"
This continues to work if the mod is extracted inside the mod folder (i.e. during development ...Factorio/mods/mod_name_2.2.1/... ), but ...
Really weird interaction inside a mod I am working on recently.
I had an external blender script change some files from "filename.png" to "filename.PNG"
This continues to work if the mod is extracted inside the mod folder (i.e. during development ...Factorio/mods/mod_name_2.2.1/... ), but ...
- Fri Jun 27, 2025 9:59 pm
- Forum: Modding help
- Topic: [Solved]Using autoplace to make a tile appear under a resource?
- Replies: 3
- Views: 271
Re: Using autoplace to make a tile appear under a resource?
IIRC, I discovered by accident that Aquilo uses an effect trigger event to create ice under it. (I had copied it and somehow ice was spawning on Nauvis, traced back to the build effect trigger on the resource entity.) That sounds like exactly what you want.
Thank you!
Investigating down this ...
- Fri Jun 27, 2025 7:49 pm
- Forum: Modding help
- Topic: [Solved]Using autoplace to make a tile appear under a resource?
- Replies: 3
- Views: 271
[Solved]Using autoplace to make a tile appear under a resource?
Heya,
I'm trying to achieve a look that is to create a tile under the same location as a certain resource when generating chunks.
e.g.: creating a stone-tile under iron-ore resources.
My current thought is to perhaps have a tile have the exact same autoplace function as the resource in question ...
I'm trying to achieve a look that is to create a tile under the same location as a certain resource when generating chunks.
e.g.: creating a stone-tile under iron-ore resources.
My current thought is to perhaps have a tile have the exact same autoplace function as the resource in question ...
- Fri Jun 27, 2025 12:44 pm
- Forum: Modding interface requests
- Topic: Ability to make Remote Drone Car/Vehicle Driving work
- Replies: 0
- Views: 253
Ability to make Remote Drone Car/Vehicle Driving work
Heya,
I'm making a vehicle that you can only drive remotely, as there is no space for passengers.
allow_passengers = false
allow_remote_driving = true
It seems that while given the option to remote drive the vehicle, it is already considered to have a "driver" despite not having the capability ...
I'm making a vehicle that you can only drive remotely, as there is no space for passengers.
allow_passengers = false
allow_remote_driving = true
It seems that while given the option to remote drive the vehicle, it is already considered to have a "driver" despite not having the capability ...
- Wed Jun 18, 2025 11:58 pm
- Forum: Modding interface requests
- Topic: LuaEntity.priority_targets for Turrets
- Replies: 3
- Views: 364
Re: LuaEntity.priority_targets for Turrets
Currently the only way to check the priority targets of turrets is to call LuaEntity.get_priority_target(index) for increasing indices until an Index out of bounds error is raised (the amount of targets isn't able to be read either AFAIK).
I've used this to create 2 helper functions. For ...
- Wed Jun 18, 2025 3:58 pm
- Forum: Modding interface requests
- Topic: LuaEntity.priority_targets for Turrets
- Replies: 3
- Views: 364
Re: LuaEntity.priority_targets for Turrets
I also would like this
get_priority_targets & set_priority_targets
get_priority_targets & set_priority_targets
- Tue Jun 17, 2025 10:34 pm
- Forum: Modding interface requests
- Topic: [Added v2.0.56] character-crafting-speed as a Character Prototype base property
- Replies: 0
- Views: 145
[Added v2.0.56] character-crafting-speed as a Character Prototype base property
A seemingly simple request:
There are options to set player mining_speed, and other base properties. I'm surprised there isn't an option for the player crafting speed to be set at the prototype stage.
e.g. I want to make a character start with 0.5, 1.0x, 2.0x etc. crafting speed, as a setting ...
There are options to set player mining_speed, and other base properties. I'm surprised there isn't an option for the player crafting speed to be set at the prototype stage.
e.g. I want to make a character start with 0.5, 1.0x, 2.0x etc. crafting speed, as a setting ...
- Sat Jun 07, 2025 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.55] AmmoItemPrototype reload_time is ignored with inventory ammo
- Replies: 3
- Views: 1205
Re: [boskid][2.0.55] AmmoItemPrototype reload_time is ignored with inventory ammo
Thanks for the quick reply and fix!
I know it's basically held together with sticks and twine at this point and completely optional; but it's much appreciated that you still support it - as it's a fun mechanic in the mods that use it.
Cheers
I know it's basically held together with sticks and twine at this point and completely optional; but it's much appreciated that you still support it - as it's a fun mechanic in the mods that use it.
Cheers