Search found 18 matches
- Tue Jan 30, 2024 10:48 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 30003
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Regarding the generic interrupts, I'm not sure I love the showcased implementation, often my trains will be called "[iron-icon] iron drop-off" to have the fanciness of the icon, but the readability / searchability of text. Would it be possible to implement a basic wildcard, for example &q...
- Tue Jan 30, 2024 9:54 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 30003
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Regarding the generic interrupts, I'm not sure I love the showcased implementation, often my trains will be called "[iron-icon] iron drop-off" to have the fanciness of the icon, but the readability / searchability of text. Would it be possible to implement a basic wildcard, for example &q...
- Tue May 19, 2020 9:04 am
- Forum: Won't implement
- Topic: Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation
- Replies: 3
- Views: 1407
Re: Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation
Thanks for your reply.
Ok, I understand that the limit applies only to character. But I don't understand, what this bonus field is used for ? I've never seen it different from 0. Would it be possible to add extra words in the API doc about it's usage ?
Ok, I understand that the limit applies only to character. But I don't understand, what this bonus field is used for ? I've never seen it different from 0. Would it be possible to add extra words in the API doc about it's usage ?
- Mon May 18, 2020 6:59 pm
- Forum: Won't implement
- Topic: Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation
- Replies: 3
- Views: 1407
Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation
TL;DR Better documentation of the LuaControl field "character_maximum_following_robot_count_bonus" in the LuaControl API page, and if it is relevant have a "maximum_following_robot_count_bonus" field that could be used on any kind of entity. What ? The LuaControl field "cha...
- Mon May 18, 2020 6:57 pm
- Forum: Won't implement
- Topic: Have "following_robots" field on standard entities
- Replies: 1
- Views: 1038
Have "following_robots" field on standard entities
TL;DR Make the field "following_robots" works for standard entities, not only for characters. What ? The LuaControl field "following_robots" needs to be called on an object that is a character, but from a script, I can create combat robots and by setting the source parameter, ma...
- Mon May 18, 2020 3:28 pm
- Forum: Not a bug
- Topic: [0.18.24] artillery-flare does not have shot_category set
- Replies: 2
- Views: 1248
[0.18.24] artillery-flare does not have shot_category set
When having a mod with distincts artillery ammo category, you can use the vanilla artillery remote to fire any of them. To reproduce: Install MIRV mod Do the research and launch a MIRV from a rocket silo You may use the MIRV remote to launch a nuclear projectile, but... You may also use the regular ...
- Sat May 09, 2020 6:14 pm
- Forum: Implemented Suggestions
- Topic: [0.18.22] Wrong battery indicator in a vehicle with equipment grid
- Replies: 1
- Views: 856
[0.18.22] Wrong battery indicator in a vehicle with equipment grid
Hi, When you have some batteries in the equipment grid of a vehicle (using Vehicle Grid mod or anything else that add equipment grid to vehicles) and you get in the vehicle, the battery indicator (bottom right, near weapons) is the one of your power armor. Seems to me that it should be the one of th...
- Sat May 09, 2020 5:00 pm
- Forum: Not a bug
- Topic: [0.18.22] Impact resistance not applied before energy shield in vehicle
- Replies: 1
- Views: 795
[0.18.22] Impact resistance not applied before energy shield in vehicle
Hi, Thanks for your great job ! As stated in the wiki , resistances are applied before depleting the energy shield. Seems to me it should be the same when using an energy shield in a vehicle. It does not works, at least with impact resistance. To reproduce, modify the tank prototype to add an equipm...
- Tue Jan 03, 2017 12:55 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
I've learned basics here: https://www.factorio.com/blog/post/fff-88 and usefull stuff here: viewtopic.php?t=14556I am trying to get into circuit networks and i was wondering if someone knew of a good tutorial because i am not having an easy time with it.
- Mon Jan 02, 2017 9:40 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
All fixed now. If you're interested, the issues were nothing to do with the aircraft mod. The crash was caused by the vehicle being replaced with a composite version while it had a negative speed. You can now bail out of vehicles going backwards at high speeds without worry of a (game) crash. The i...
- Wed Dec 21, 2016 1:11 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
I had a crash. I was using the Miner To Resource Zone blueprint to send a Flying Fortress (Aircraft mod) to a parking zone. When getting in the aircraft, going few tiles away and getting out (to test if the aircraft get back to the parking zone), I got the crash. I also had issues with a Hauler park...
- Mon Dec 19, 2016 9:37 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
They are not bugs. Zone scanners are just to locate and count zone tiles, not scan the tile location. Tile scanners are designed just to find the physical contents of the tile, however, I can see that it would be useful to also get the unit type id and unit id so I will consider adding those as out...
- Mon Dec 19, 2016 9:30 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
I've asked an evolution to the maintainer of Satellite Uplink Station mod. He's been quite fast to do it!
Now, you have access to an Unit Remote Controller and a Zone Planner in the toolbar while uplinked.
Thanks to him
Now, you have access to an Unit Remote Controller and a Zone Planner in the toolbar while uplinked.
Thanks to him
- Mon Dec 19, 2016 9:24 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 101738
Re: [MOD 0.14] Satellite Uplink Station 1.0.6
Thanks!Sure thing! You can now use them while uplinked as of v1.0.6.
- Sun Dec 18, 2016 10:33 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344359
Re: [MOD 0.14] Orbital Ion Cannon 1.4.5
Is it possible to make ion cannon count as satellite, to increase launched satellites counter and to avoid empty rocket message ?
(I didn't found it, but sorry if you already have answered this question)
(I didn't found it, but sorry if you already have answered this question)
- Sun Dec 18, 2016 10:24 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 101738
Re: [MOD 0.14] Satellite Uplink Station 1.0.5
Really nice mod. Thanks. Could you add support for mods "AAI Programmable Vehicles" and "AAI Zones" so that we have an "Unit Remote Controller" and a "Zone Planner" when uplinked? Unit Remote Controller (unit-remote-control) is given by AAI Programmable Vehicl...
- Sun Dec 18, 2016 10:13 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
Zone scanner does not output vehicle id signals when a vehicle stands on a zone (a tile scanner on that spot outputs the zone and vehicle).
Tile scanner outputs the vehicle item instead of the vehicle id signal.
Bugs or intended behavior ?
Tile scanner outputs the vehicle item instead of the vehicle id signal.
Bugs or intended behavior ?
- Wed Dec 14, 2016 9:04 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585824
Re: [MOD 0.14] AAI Programmable Vehicles
Really nice mod, thanks! I also have the "empty toolbar" issue. I have many mods installed. Let me know if you need something to help. I had some crash / freeze while loading saved games: let me know what you need (logs?) and I'll get it next time it happens (it does not happens frequently...