Search found 33 matches

by Fishbus
Mon Jul 14, 2025 7:53 am
Forum: Modding interface requests
Topic: Create-entity trigger "as_player"
Replies: 0
Views: 80

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: 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 ...
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: 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.

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: 169

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: 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 ...
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: 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.
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: 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 ...
by Fishbus
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 ...
by Fishbus
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 ...
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: 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 ...
by Fishbus
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 ...
by Fishbus
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 ...
by Fishbus
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 ...
by Fishbus
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 ...
by Fishbus
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 ...
by Fishbus
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 ...
by Fishbus
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
by Fishbus
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 ...
by Fishbus
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

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