Search found 704 matches
- Fri Dec 16, 2022 11:13 pm
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 4364
Re: [1.1+] [WIP] Sosciencity
Unfortunately I don't have time to try this mod but it looks interesting. You're welcome to take any ideas from "The Colony" concept from years ago. https://forums.factorio.com/viewtopic.php?f=33&t=39180 Having civilian building spread or pop up randomly could be an interesting buildin...
- Sun Nov 21, 2021 9:58 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC
- Replies: 53
- Views: 23939
Misleading thread title.
Space Exploration is not merging into to Nauvis Post Collapse. That's a bit misleading. Space Exploration will continue to be a free and standalone mod. The new project will incorporate and build on Space Exploration, in particular this new project will focus on procedural content generation, lore, ...
- Tue Dec 22, 2020 12:06 am
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 2125
Re: surface.create_entity_from_item(...)
That's great, thanks.
- Sun Dec 20, 2020 1:57 am
- Forum: Implemented mod requests
- Topic: [1.1.6] Spidertron item grid is not recognised
- Replies: 3
- Views: 1198
Re: [1.1.6] Spidertron item grid is not recognised
Ok thanks. In that case I'm assuming that trying to force an existing item stack into a has_entity_data state would be a problem if the stack has a count over 1. This would make it seem like the best way to make a LuaItemStack with entity data would be by making a new item, and my guess would be tha...
- Thu Dec 17, 2020 2:15 am
- Forum: Implemented mod requests
- Topic: [1.1.6] Spidertron item grid is not recognised
- Replies: 3
- Views: 1198
[1.1.6] Spidertron item grid is not recognised
I was originally going to post this as a modding interface request but after more investigation this might actually be a bug. The behaviour is at least inconsistent. If you have an armor item and that item has a grid, then LuaItemStack.grid will return the grid even if it is a brand new item. The ar...
- Sun Dec 13, 2020 4:04 pm
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 2125
Re: surface.create_entity_from_item(...)
The player hack is a good idea but has some unwanted side-effects and would stop working if nobody was logged onto the server. My use case is rocket-deployed spidertrons for colonising alien planets that are different surfaces.
- Sun Dec 13, 2020 1:19 am
- Forum: Implemented mod requests
- Topic: surface.create_entity_from_item(...)
- Replies: 4
- Views: 2125
surface.create_entity_from_item(...)
I would like the ability to build/deploy an entity directly from an item, so that if there is entity data saved in the item it would be carried over to the new entity automatically just as though the entity had been built by a player. Ideally the function would be similar to surface.create_entity ex...
- Tue Dec 08, 2020 2:20 pm
- Forum: Modding interface requests
- Topic: RocketSilo: Prevent automatic launch if there is no space for products
- Replies: 0
- Views: 651
RocketSilo: Prevent automatic launch if there is no space for products
Request for a setting on the rocket silo prototype to change the "check adequate space in inventory" behaviour from no check to a check that can be enabled by the mod. For example: rocket_silo.automatic_launch_requires_space_for_product = true/false (or something like that.) This relates t...
- Mon Dec 07, 2020 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.5] Incorrect collision layer defaults
- Replies: 3
- Views: 1687
- Sat Dec 05, 2020 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.5] Incorrect collision layer defaults
- Replies: 3
- Views: 1687
[Klonan] [1.1.5] Incorrect collision layer defaults
data/core/lualib/collision-mask-util.lua Contains the default collision mask: unit = {"doodad-layer", "item-layer", "not-colliding-with-itself", "consider-tile-transitions"}, but should be something like unit = {"player-layer", "train-layer"...
- Wed Nov 25, 2020 1:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Can't specify number for render_layer
- Replies: 1
- Views: 593
[1.1.0] Can't specify number for render_layer
rendering.draw_sprite{ ... render_layer = 70, .. } now gives an error. Previously could assign numbers.
Numbers are more useful because you can use +1 to make something render above another thing.
Numbers are more useful because you can use +1 to make something render above another thing.
- Mon Aug 10, 2020 12:34 pm
- Forum: Modding discussion
- Topic: Design discussion: Trigger target type
- Replies: 1
- Views: 1862
Re: Design discussion: Trigger target type
I'm starting to implement this in some of the stuff I am working on. I'm setting a "flammable" tag on tree most tree entities, but not all tree entities are real trees so the tag can be removed from things that shouldn't catch fire. I will also be using tags for "flying" entities...
- Fri Jul 24, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: "Recipe to blueprint" hotkey
- Replies: 4
- Views: 1323
- Mon Jun 08, 2020 1:20 pm
- Forum: Modding interface requests
- Topic: Prototype/Car can_be_mined_while_driving
- Replies: 0
- Views: 573
Prototype/Car can_be_mined_while_driving
Would it be possible to have a flag on cars so that they can be mined even while there are characters inside?
The use case is that I have dummy characters in vehicles so that the engine sounds and lights work, but it prevents mining.
The use case is that I have dummy characters in vehicles so that the engine sounds and lights work, but it prevents mining.
- Mon Jun 08, 2020 11:49 am
- Forum: Implemented mod requests
- Topic: Prototype/Character has_belt_immunity
- Replies: 1
- Views: 857
Prototype/Character has_belt_immunity
I have some variants of characters that are flying, for example, the Jetpack mod.
Would it be possible to add has_belt_immunity to the character prototype?
Thanks.
Would it be possible to add has_belt_immunity to the character prototype?
Thanks.
- Wed Jun 03, 2020 4:19 pm
- Forum: Implemented mod requests
- Topic: Smart entity collision mode for items that place tiles
- Replies: 0
- Views: 644
Smart entity collision mode for items that place tiles
The editor has a smart entity collision mode for tile placement. There does not seem to be any way to do this for items, and no way to prevent entities from being destroyed if the tile is changed. This request is to add a flag to the item's place_as_tile property: https://wiki.factorio.com/Types/Pla...
- Sun May 24, 2020 2:36 pm
- Forum: Mod portal Discussion
- Topic: Can't update mod: 403 on upload completion
- Replies: 1
- Views: 955
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 2...
- Fri May 08, 2020 2:00 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 15493
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.
- Mon Apr 27, 2020 1:30 pm
- Forum: Already exists
- Topic: crafting_entity.show_in_recipes_made_in
- Replies: 2
- Views: 1330
- Sun Apr 26, 2020 1:08 am
- Forum: Already exists
- Topic: crafting_entity.show_in_recipes_made_in
- Replies: 2
- Views: 1330
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...