I made the initial release; https://mods.factorio.com/mod/asteroid- ... -detection
I don't know how much of a performance impact it will have and the UI is a bit 'jank', but it should function.
Please let me know if it works for you!
Search found 18 matches
- Sun Dec 15, 2024 12:20 pm
- Forum: Ideas and Requests For Mods
- Topic: Proximity detector for asteroids?
- Replies: 3
- Views: 632
- Sat Dec 14, 2024 7:31 pm
- Forum: Modding interface requests
- Topic: SpacePlatform.find_asteroid_chunks_filtered add radius option
- Replies: 0
- Views: 132
SpacePlatform.find_asteroid_chunks_filtered add radius option
Hello,
I am trying to find asteroids on a space platform and read that there was a position option, but read over it the "radius" field does not exist, causing some confusion in usage. Similar functions for searching do have the radius option ("find_entities_filtered"). Expected usage;
local ...
I am trying to find asteroids on a space platform and read that there was a position option, but read over it the "radius" field does not exist, causing some confusion in usage. Similar functions for searching do have the radius option ("find_entities_filtered"). Expected usage;
local ...
- Sat Dec 14, 2024 9:36 am
- Forum: Modding help
- Topic: player.cursor_ghost.name is LuaItemPrototype?
- Replies: 5
- Views: 436
Re: player.cursor_ghost.name is LuaItemPrototype?
I made a similar bug report a while ago; 123575
Here it is that get_filter(1) gives a prototype for a name or a string depending on the type of entity it is called on, I did not realize there were other cases.
Here it is that get_filter(1) gives a prototype for a name or a string depending on the type of entity it is called on, I did not realize there were other cases.
- Thu Dec 12, 2024 4:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Proximity detector for asteroids?
- Replies: 3
- Views: 632
Re: Proximity detector for asteroids?
I like the idea!
I'm going to make something, will take a few days because I haven't made something with an UI yet, will post here when I made it or have a version that could be tested.
I'm going to make something, will take a few days because I haven't made something with an UI yet, will post here when I made it or have a version that could be tested.
- Sat Dec 07, 2024 3:39 pm
- Forum: Modding interface requests
- Topic: Request: Add LuaEntityPrototype.ammo_category to turrets
- Replies: 4
- Views: 317
Re: Request: Add LuaEntityPrototype.ammo_category to turrets
I did not realize this as well and is very useful!
Thank you again!
Thank you again!
- Sat Dec 07, 2024 3:22 pm
- Forum: Implemented mod requests
- Topic: Request: Add filters to asteroid-collector to Lua side
- Replies: 2
- Views: 398
Request: Add filters to asteroid-collector to Lua side
A few days ago I asked for help on the asteroid-collector how to get/set the filters; https://forums.factorio.com/viewtopic.php?f=25&t=123642
Due to the low amount of response I think this does not exist yet, would it be possible to be added?
A summation of what I tried;
Entity.filter_slot ...
Due to the low amount of response I think this does not exist yet, would it be possible to be added?
A summation of what I tried;
Entity.filter_slot ...
- Sat Dec 07, 2024 2:38 pm
- Forum: Modding interface requests
- Topic: Request: Add LuaEntityPrototype.ammo_category to turrets
- Replies: 4
- Views: 317
Re: Request: Add LuaEntityPrototype.ammo_category to turrets
Thank you for letting me know, I definitely overlooked that.
I am looking through the 3 doc types (prototype, runtime and auxiliary) but sometimes it is difficult to determine where it is, appreciate your help!
I am looking through the 3 doc types (prototype, runtime and auxiliary) but sometimes it is difficult to determine where it is, appreciate your help!
- Sat Dec 07, 2024 2:04 pm
- Forum: Modding interface requests
- Topic: Request: Add LuaEntityPrototype.ammo_category to turrets
- Replies: 4
- Views: 317
Request: Add LuaEntityPrototype.ammo_category to turrets
Hello,
Currently ammo_category only works for landmines, for now I made a map from name of entity to turret type, however this is not scalable to other mods;
Rocket turret and Gun turret both have the type ammo-turret and therefore need to look at the name.
You cannot split the "gun" part of ...
Currently ammo_category only works for landmines, for now I made a map from name of entity to turret type, however this is not scalable to other mods;
Rocket turret and Gun turret both have the type ammo-turret and therefore need to look at the name.
You cannot split the "gun" part of ...
- Fri Dec 06, 2024 7:05 pm
- Forum: Modding help
- Topic: What is the proper way to get a list of all qualities?
- Replies: 4
- Views: 402
Re: What is the proper way to get a list of all qualities?
prototypes.quality is what you want I think, it is a map from the name (string) to the LuaQualityPrototype.
https://lua-api.factorio.com/latest/cla ... otype.html
https://lua-api.factorio.com/latest/cla ... otype.html
- Fri Dec 06, 2024 5:24 pm
- Forum: Modding help
- Topic: Detecting if player is standing on rails
- Replies: 3
- Views: 302
Re: Detecting if player is standing on rails
Idea1:
- Make type of prototype from CombatRobot that is always alive and always follows player on the surface.
- Make it being damaged when on rails and set notification on damage on.
Idea2:
Check with surface filter around the player location every tick, but might be a bit resource intensive.
- Make type of prototype from CombatRobot that is always alive and always follows player on the surface.
- Make it being damaged when on rails and set notification on damage on.
Idea2:
Check with surface filter around the player location every tick, but might be a bit resource intensive.
- Fri Dec 06, 2024 5:19 pm
- Forum: Modding help
- Topic: get list of all existing logistic sections?
- Replies: 2
- Views: 300
Re: get list of all existing logistic sections?
Few days ago I had a similar problem, this is how I got it from an entity.
local RequestPoint = CurrentEntity.get_requester_point()
if RequestPoint then
for Index, Section in ipairs( RequestPoint.sections) do
-- Groups can be shared between entities, so you might want to do something with it ...
local RequestPoint = CurrentEntity.get_requester_point()
if RequestPoint then
for Index, Section in ipairs( RequestPoint.sections) do
-- Groups can be shared between entities, so you might want to do something with it ...
- Thu Dec 05, 2024 5:54 pm
- Forum: Modding help
- Topic: Handling spoil results in labs when the spoil result is a science pack
- Replies: 1
- Views: 724
Re: Handling spoil results in labs when the spoil result is a science pack
Hello,
These two inventory properties exist, so maybe you can move them in and out when one spoils;
Entity.get_inventory(defines.inventory.lab_input)
Entity.get_output_inventory() -- I suspect this is where your spoilage result ended up
Stack trace that might work;
- spoil_to_trigger_result ...
These two inventory properties exist, so maybe you can move them in and out when one spoils;
Entity.get_inventory(defines.inventory.lab_input)
Entity.get_output_inventory() -- I suspect this is where your spoilage result ended up
Stack trace that might work;
- spoil_to_trigger_result ...
- Thu Dec 05, 2024 5:29 pm
- Forum: Modding help
- Topic: [2.0] How to get filters from asteroid-collector
- Replies: 1
- Views: 317
Re: [2.0] How to get filters from asteroid-collector
Can someone please help me with this?
I really cannot figure out how to get it, I also tried the following:
- going through the output inventory, doesn't work.
- Looking in control behavior and then logistic conditions, also doesn't work.
If you think it might not be possible (yet), please also let ...
I really cannot figure out how to get it, I also tried the following:
- going through the output inventory, doesn't work.
- Looking in control behavior and then logistic conditions, also doesn't work.
If you think it might not be possible (yet), please also let ...
- Tue Dec 03, 2024 6:44 pm
- Forum: Modding help
- Topic: I have idea for the mod and wonder about a spoilage mechanic.
- Replies: 3
- Views: 468
Re: I have idea for the mod and wonder about a spoilage mechanic.
I haven't tried it myself, however the following chain of properties might allow you to set a function to be called, so you can do anything you want;
- spoil_to_trigger_result
-> trigger (Trigger)
--> TriggerEffectItem with an effect_id (string), I think a separate table for data:extend (data.lua ...
- spoil_to_trigger_result
-> trigger (Trigger)
--> TriggerEffectItem with an effect_id (string), I think a separate table for data:extend (data.lua ...
- Tue Dec 03, 2024 5:56 pm
- Forum: Modding help
- Topic: [2.0] How to get filters from asteroid-collector
- Replies: 1
- Views: 317
[2.0] How to get filters from asteroid-collector
Hello,
I would like to get/set the active filter from an asteroid-collector however I cannot find the function, what I tried:
Entity.filter_slot_count -- always 0
Entity.get_filter(1) -- nil
Entity.mining_drill_filter_mode -- errors, not a mining drill
Entity.loader_filter_mode -- errors, not a ...
I would like to get/set the active filter from an asteroid-collector however I cannot find the function, what I tried:
Entity.filter_slot_count -- always 0
Entity.get_filter(1) -- nil
Entity.mining_drill_filter_mode -- errors, not a mining drill
Entity.loader_filter_mode -- errors, not a ...
- Mon Dec 02, 2024 7:41 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.23] entity.get_filter(1) on storage-chest gets prototype
- Replies: 1
- Views: 346
[2.0.23] entity.get_filter(1) on storage-chest gets prototype
I made a mod to expand filters and therefore add functionality to copy/paste. The code below is a MWE to reproduce the issue:
data:extend{{
type = "custom-input",
name = "FolterCopyExpansion_Copy",
key_sequence = "mouse-button-2 + SHIFT",
linked_game_control = "copy-entity-settings",
action ...
data:extend{{
type = "custom-input",
name = "FolterCopyExpansion_Copy",
key_sequence = "mouse-button-2 + SHIFT",
linked_game_control = "copy-entity-settings",
action ...
- Mon Dec 02, 2024 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Copy filter between splitter and inserter/assembler
- Replies: 1
- Views: 331
Re: Copy filter between splitter and inserter/assembler
I decided to make a mod for it, for everyone interested:
https://mods.factorio.com/mod/filter-copy-expansion
https://mods.factorio.com/mod/filter-copy-expansion
- Thu Nov 28, 2024 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Copy filter between splitter and inserter/assembler
- Replies: 1
- Views: 331
Copy filter between splitter and inserter/assembler
TL;DR
Expand the copy filter functionality to include splitters for the interaction that already exists between inserters and assemblers.
What
Currently there is a feature I like a lot, which is allowing the inserter filter to be copied from assemblers (or other similar machines). This allows ...
Expand the copy filter functionality to include splitters for the interaction that already exists between inserters and assemblers.
What
Currently there is a feature I like a lot, which is allowing the inserter filter to be copied from assemblers (or other similar machines). This allows ...