What
When adding a new space platform I'd like the option to select a blueprint with 1 space platform hub in it.
Why
When pasting the blueprint of an existing rocket on a newly launched platform it might not fit in the explored line of sight.
This will result in having to paste it possibly ...
Search found 12 matches
- Mon Feb 17, 2025 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Allow blueprint while adding space platform
- Replies: 1
- Views: 538
- Thu Nov 28, 2024 8:46 pm
- Forum: Implemented Suggestions
- Topic: Ability to "Read Fuel" from Biochambers.
- Replies: 16
- Views: 4317
Add fuel(nutrients) to "Read contents"
TL;DR
Add nutrients to output signal of biochamber.
What?
When connecting a biochamber and setting "Read contents" true in "Circuit connection" also add "nutrients" to the output signals.
Why?
I expected it to be there. It would allow me to setup logic if nutrients are running too low for some ...
Add nutrients to output signal of biochamber.
What?
When connecting a biochamber and setting "Read contents" true in "Circuit connection" also add "nutrients" to the output signals.
Why?
I expected it to be there. It would allow me to setup logic if nutrients are running too low for some ...
- Sat Mar 02, 2024 5:05 pm
- Forum: Modding interface requests
- Topic: Add a none option to PathfinderFlags
- Replies: 2
- Views: 711
Re: Add a none option to PathfinderFlags
Using cache doesn't seem to realize the effect I like, probably because my biters start very close to each other so not sure if there are settings that can fix that (or if I just need to spawn them better somehow).
I attached two files for visualization.
Flags are:
CodeFlags.png
AtoB is just 1 ...
I attached two files for visualization.
Flags are:
CodeFlags.png
AtoB is just 1 ...
- Sat Mar 02, 2024 9:56 am
- Forum: Modding interface requests
- Topic: Add a none option to PathfinderFlags
- Replies: 2
- Views: 711
Add a none option to PathfinderFlags
I'm trying to make a mod in which I want biters to move in very specific paths.
Giving 3 biters a set_command to move from point A1,A2,A3 to B1,B2,B3 will usually result in 1 and 3 going to A2, all of them moving to B2 and then splitting up.
Which is way too smart for what I want to achieve. I'm ...
Giving 3 biters a set_command to move from point A1,A2,A3 to B1,B2,B3 will usually result in 1 and 3 going to A2, all of them moving to B2 and then splitting up.
Which is way too smart for what I want to achieve. I'm ...
- Sun Mar 06, 2022 10:35 am
- Forum: Modding discussion
- Topic: Questions about enemy api
- Replies: 2
- Views: 1599
Re: Questions about enemy api
Thanks for the help. These look like excellent starting point.
It's not so much that I want to do a new pathfinding every frame but rather pass along a predetermined path at the moment of creation.
Probably mostly simple paths like lines, circles, ...
So I think it shouldn't be too much of an extra ...
It's not so much that I want to do a new pathfinding every frame but rather pass along a predetermined path at the moment of creation.
Probably mostly simple paths like lines, circles, ...
So I think it shouldn't be too much of an extra ...
- Fri Mar 04, 2022 8:03 pm
- Forum: Modding discussion
- Topic: Questions about enemy api
- Replies: 2
- Views: 1599
Questions about enemy api
Hi
I have a mod idea to add a new dimension to enemies and I might want to learn the modding api for it.
Before diving in to some guides I first wanted to do a general check whether what I wanted to do is possible.
- I want to add a new enemy
- trigger certain events based on how much health the ...
I have a mod idea to add a new dimension to enemies and I might want to learn the modding api for it.
Before diving in to some guides I first wanted to do a general check whether what I wanted to do is possible.
- I want to add a new enemy
- trigger certain events based on how much health the ...
- Fri Jan 19, 2018 2:26 pm
- Forum: Tools
- Topic: [0.15] blueprint creator
- Replies: 2
- Views: 3701
Re: [0.15] blueprint creator
Version doesn't really matter that much.
Sorry if this info is obvious/can be easily found somewhere
I'm not really familiar with the API and wouldn't write it as a mod but a seperate tool, probably in c++.
Can you use the api to print this data to a file?
Sorry if this info is obvious/can be easily found somewhere
I'm not really familiar with the API and wouldn't write it as a mod but a seperate tool, probably in c++.
Can you use the api to print this data to a file?
- Fri Jan 19, 2018 8:53 am
- Forum: Tools
- Topic: [0.15] blueprint creator
- Replies: 2
- Views: 3701
[0.15] blueprint creator
I want to try to create a tool that can
given a request for x resources/min
create the graph that would result in those resources.
I have some ideas how I can do this optimally but I was wondering if there is easily parsable info on
all items
their recipe
their crafting time
troughput of belts and ...
given a request for x resources/min
create the graph that would result in those resources.
I have some ideas how I can do this optimally but I was wondering if there is easily parsable info on
all items
their recipe
their crafting time
troughput of belts and ...
- Sat Jun 17, 2017 8:41 pm
- Forum: Ideas and Requests For Mods
- Topic: Is a factorio AI theoretically possible?
- Replies: 6
- Views: 6828
Re: Is a factorio AI theoretically possible?
Thank you for the warm welcome and the warning.
I don't want to setup any expectations since I have no experience with either modding or lua but I have some ideas that I'd like to try and mainly have fun learning everything.
Have you got an empty mod template set up, ready to start?
I am gonna ...
I don't want to setup any expectations since I have no experience with either modding or lua but I have some ideas that I'd like to try and mainly have fun learning everything.
Have you got an empty mod template set up, ready to start?
I am gonna ...
- Sat Jun 17, 2017 2:53 pm
- Forum: Ideas and Requests For Mods
- Topic: Is a factorio AI theoretically possible?
- Replies: 6
- Views: 6828
Is a factorio AI theoretically possible?
Hi all
I want to get into factorio modding because I would like to write an AI player for factorio.
A quick google search didn't bring me to any active projects but I didn't really investigated it that thoroughly.
I know it might be too big too start with but I have quite some experience ...
I want to get into factorio modding because I would like to write an AI player for factorio.
A quick google search didn't bring me to any active projects but I didn't really investigated it that thoroughly.
I know it might be too big too start with but I have quite some experience ...
- Thu Aug 04, 2016 10:43 pm
- Forum: Duplicates
- Topic: [0.13.13] robots not laying train tracks on huge road
- Replies: 4
- Views: 2483
Re: [0.13.9] robots not laying train tracks on huge road
I'm not seeing any notifications in my job queue.
I should've overloaded that for sure but I think it's not showing up since the track was not near a roboport.
My other guess is your personal robots just check all unasigned tasks on the map in a loop for all items and not the most nearby first ...
I should've overloaded that for sure but I think it's not showing up since the track was not near a roboport.
My other guess is your personal robots just check all unasigned tasks on the map in a loop for all items and not the most nearby first ...
- Thu Aug 04, 2016 10:00 pm
- Forum: Duplicates
- Topic: [0.13.13] robots not laying train tracks on huge road
- Replies: 4
- Views: 2483
[0.13.13] robots not laying train tracks on huge road
First bug report so apologies for any incompleteness on my end.
Okay so I built a really long track around my center lake using the ghost build modus, it got a bit slow when it became too long but if I placed my tracks fast enough it worked perfectly.
Now I'm going around a second time with a ...
Okay so I built a really long track around my center lake using the ghost build modus, it got a bit slow when it became too long but if I placed my tracks fast enough it worked perfectly.
Now I'm going around a second time with a ...