Search found 11 matches
- Thu Nov 28, 2024 8:46 pm
- Forum: Implemented Suggestions
- Topic: Ability to "Read Fuel" from Biochambers.
- Replies: 16
- Views: 2002
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 ...
- Sat Mar 02, 2024 5:05 pm
- Forum: Modding interface requests
- Topic: Add a none option to PathfinderFlags
- Replies: 2
- Views: 529
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 comma...
- Sat Mar 02, 2024 9:56 am
- Forum: Modding interface requests
- Topic: Add a none option to PathfinderFlags
- Replies: 2
- Views: 529
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 abl...
- Sun Mar 06, 2022 10:35 am
- Forum: Modding discussion
- Topic: Questions about enemy api
- Replies: 2
- Views: 1294
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 ...
- Fri Mar 04, 2022 8:03 pm
- Forum: Modding discussion
- Topic: Questions about enemy api
- Replies: 2
- Views: 1294
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 ene...
- Fri Jan 19, 2018 2:26 pm
- Forum: Tools
- Topic: [0.15] blueprint creator
- Replies: 2
- Views: 3405
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: 3405
[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 i...
- Sat Jun 17, 2017 8:41 pm
- Forum: Ideas and Requests For Mods
- Topic: Is a factorio AI theoretically possible?
- Replies: 6
- Views: 6103
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 start...
- Sat Jun 17, 2017 2:53 pm
- Forum: Ideas and Requests For Mods
- Topic: Is a factorio AI theoretically possible?
- Replies: 6
- Views: 6103
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 programming...
- Thu Aug 04, 2016 10:43 pm
- Forum: Duplicates
- Topic: [0.13.13] robots not laying train tracks on huge road
- Replies: 4
- Views: 2150
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 which...
- Thu Aug 04, 2016 10:00 pm
- Forum: Duplicates
- Topic: [0.13.13] robots not laying train tracks on huge road
- Replies: 4
- Views: 2150
[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 diesel...