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by Earendel
Sun May 24, 2020 2:36 pm
Forum: Mod portal Discussion
Topic: Can't update mod: 403 on upload completion
Replies: 1
Views: 54

Can't update mod: 403 on upload completion

I'm trying to update Alien Biomes but I get an error when the upload finishes: "Error: Access forbidden. Please refresh the page and try again. (code: 403)" I've tried a few times now, same every time. The mod zip file is negligibly larger than the previous version. The upload took about 25 minutes ...
by Earendel
Fri May 08, 2020 2:00 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 49
Views: 4026

Re: Friday Facts #346 - He who does nothing, breaks nothing

If the character's position becomes invalid you could nudge them towards the nearest valid position.
by Earendel
Sun Apr 26, 2020 1:08 am
Forum: Already exists
Topic: crafting_entity.show_in_recipes_made_in
Replies: 2
Views: 111

crafting_entity.show_in_recipes_made_in

This request is to have of property that can be set on crafting entity prototypes (character, assembling machine, furnace, rocket silo). The property would be would be the entity equivalent of a recipe's "always_show_made_in" property. The default value would be true, but can be set if set to false ...
by Earendel
Tue Mar 31, 2020 11:06 am
Forum: Not a bug
Topic: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
Replies: 3
Views: 204

Re: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems

I'll try and report back.

Edit:
Setting turret_base_has_direction solves all of the problems, so that is fantastic.

That means that what I reported earlier is possibly not important, but it does seem internally inconsistent.

Thanks for the response.
by Earendel
Tue Mar 31, 2020 10:47 am
Forum: Not a bug
Topic: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
Replies: 3
Views: 204

[0.18.17] 8-way rotation cursor visualisation and ghost placement problems

These issues relate to turrets with the "building-direction-8-way" flag. What does work: Get the entity from the editor, place 8 entities in a line pressing after each one. The entities will be placed with orientation in 8 increments and the graphics appear to display correctly. Also, if pressing R ...
by Earendel
Mon Jul 29, 2019 2:36 pm
Forum: Texture Packs
Topic: [DONE] Tintable Icons
Replies: 1
Views: 1244

Re: [Request] Tintable Icons

Here you go.
by Earendel
Fri Jul 26, 2019 11:52 pm
Forum: Modding help
Topic: [0.17.59] Projectiles disobey collision mask setting
Replies: 1
Views: 192

[0.17.59] Projectiles disobey collision mask setting

A projectile given a collision mask (such as "layer-13") and a collision box will collide with other entities (such as a "small-spitter") even though the entities don't collide with the projectile's layer. The easiest way to replicate is to use the walls-block-splitters mod: https://mods.factorio.co...
by Earendel
Tue Jul 02, 2019 12:39 am
Forum: Resolved Problems and Bugs
Topic: [0.17.52] Bots placing upgrades can ignore entity collision settings.
Replies: 3
Views: 729

Re: [0.17.52] Bots placing upgrades can ignore entity collision settings.

It seems that the change has made it so that you can't link entities in the upgrade planer at all if they have different collision masks. This greatly reduces the usefulness of the upgrade planner. There are situations where both types of entity could be valid on tiles even if their collision masks ...
by Earendel
Sun Jun 30, 2019 12:18 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.52] Rail cannot be give a fast_replace_group without disabling the ability to cross rails
Replies: 1
Views: 1574

[Rseding91] [0.17.52] Rail cannot be give a fast_replace_group without disabling the ability to cross rails

If straight-rail is given a fast_replace_group then if you try to place overlapping rail with different directions the new rail replaces the old rail. For example: You have straight horizontal rail, if you try and place vertical rail that crosses the line it removes a square of horizontal rail and b...
by Earendel
Sun Jun 30, 2019 12:13 am
Forum: Resolved Problems and Bugs
Topic: [0.17.52] Bots placing upgrades can ignore entity collision settings.
Replies: 3
Views: 729

[0.17.52] Bots placing upgrades can ignore entity collision settings.

Bots can place an entity in a way that ignores the entity collision settings if it is done as part of an 'upgrade'. Simplified example situation: Floating wooden belt Alternate version of transport belt (floating wooden belt) can be placed on land and water (based on the collision mask). It is part ...
by Earendel
Tue Jun 25, 2019 11:16 pm
Forum: Implemented mod requests
Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
Replies: 6
Views: 531

Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)

a method on LuaSurface that takes a list of property names and X,Y inputs. I'm not sure what exactly the property names would refer to so it is difficult to say, but if it allows reading of elevation, temperature, plus things like autoplace probability_expression, richness_expression for a specific...
by Earendel
Thu Jun 20, 2019 12:00 am
Forum: Modding interface requests
Topic: Ability to assign a robot to a logistic network
Replies: 0
Views: 169

Ability to assign a robot to a logistic network

I would like a way of assigning a logistic or construction bot to a logistic network. I can't find a way of doing that with the current API. Use case: A vehicle with an equipment grid gets swapped for another variant of the same vehicle but with different collision settings. All of the inventory and...
by Earendel
Wed Jun 19, 2019 10:27 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 335
Views: 96986

Re: [0.17+] Space Exploration WIP

https://mods.factorio.com/mod/bulkteleport support? It is on the roadmap. It is maybe the most important teleportation mod but there are some problems that have not been resolved yet. I need to contact the author so we can figure out a way around them but so far other bugs and features have been hi...
by Earendel
Tue Jun 18, 2019 8:54 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 853
Views: 232942

Re: [MOD 0.14] AAI Programmable Vehicles

The control groups code looks good. I'll add it in and give it a test.
by Earendel
Tue Jun 18, 2019 8:48 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 335
Views: 96986

Re: [0.17+] Space Exploration WIP

Klonans teleportation and Bilkas portals are supported if you want teleportation. Other mods will be supported later but some of them have issues with multiple surfaces and/or distance understanding across surfaces that makes things difficult. There is a positive loop for biosludge using biomass. Yo...

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