Search found 693 matches

by Earendel
Mon Aug 10, 2020 12:34 pm
Forum: Modding discussion
Topic: Design discussion: Trigger target type
Replies: 1
Views: 515

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, "biological" entit...
by Earendel
Fri Jul 24, 2020 9:59 pm
Forum: Ideas and Suggestions
Topic: "Recipe to blueprint" hotkey
Replies: 4
Views: 238

Re: "Recipe to blueprint" hotkey

ssilk wrote:
Fri Jul 24, 2020 8:58 pm
How should that work, if this item can be produced in some entities? For example the three levels of assembly machines.
It could make a blueprint book that lets you cycle through the machine options if there are multiple.
by Earendel
Mon Jun 08, 2020 1:20 pm
Forum: Modding interface requests
Topic: Prototype/Car can_be_mined_while_driving
Replies: 0
Views: 100

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.
by Earendel
Mon Jun 08, 2020 11:49 am
Forum: Implemented mod requests
Topic: Prototype/Character has_belt_immunity
Replies: 1
Views: 185

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.
by Earendel
Wed Jun 03, 2020 4:19 pm
Forum: Modding interface requests
Topic: Smart entity collision mode for items that place tiles
Replies: 0
Views: 115

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...
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: 147

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: 47
Views: 5607

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: 188

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: 272

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: 272

[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: 1420

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: 225

[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: 897

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: 1703

[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: 897

[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: 593

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...

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