Search found 681 matches

by Earendel
Mon Jul 29, 2019 2:36 pm
Forum: Texture Packs
Topic: [DONE] Tintable Icons
Replies: 1
Views: 928

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: 141

[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: 584

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: 1443

[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: 584

[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: 441

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: 133

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: 313
Views: 74811

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: 834
Views: 209474

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: 313
Views: 74811

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...
by Earendel
Thu May 30, 2019 3:46 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 91
Views: 48278

Re: [MOD 0.14] AAI Programmable Structures

Qon wrote:
Wed May 29, 2019 1:29 pm
Not sure why line numbers would change depending on what mods are installed though. :?:
The different line numbers are just because we are on different versions and the code had changed.
by Earendel
Wed May 29, 2019 1:18 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 91
Views: 48278

Re: [MOD 0.14] AAI Programmable Structures

[0.5.11, 0.17.41] Placed and mined some tanks, got this: The mod AAI Programmable Structures caused a non-recoverable error. Please report this error to the mod author. Error while running event aai-programmable-structures::on_tick (ID 0) __aai-programmable-structures__/control.lua:1089: attempt to...
by Earendel
Mon May 20, 2019 12:06 am
Forum: Modding interface requests
Topic: LuaPlayer:mining_progress
Replies: 2
Views: 195

Re: LuaPlayer:mining_progress

I don't think that you can read/write it for a character either. There are things like https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.character_crafting_speed_modifier that can be set for a character but not a god controller, so I specified player not character because I need it spec...
by Earendel
Sun May 19, 2019 11:53 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.41] Pumps can't pump low temperature fluids into fluid wagons.
Replies: 2
Views: 630

[Dominik][0.17.41] Pumps can't pump low temperature fluids into fluid wagons.

My mod (Space Exploration) has some fluids that can go to very low temperatures (Supercooled thermofluid -273°C). The fluid flows in pipes without problems. It can be pumped around with pumps without problems. For some reason it can't be pumped into fluid wagons, this behaviour is inconsistent. The ...
by Earendel
Fri May 17, 2019 12:20 pm
Forum: Modding interface requests
Topic: LuaPlayer:mining_progress
Replies: 2
Views: 195

LuaPlayer:mining_progress

While the player does not have a character attached they can still mine entities and have a mining progress bar, but the progress in not readable or writable.

Please can we have read/write access to this property?
by Earendel
Fri May 17, 2019 12:10 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 209474

Re: [MOD 0.14] AAI Programmable Vehicles

I tried to add some more documentation to the first posts but I can't add many more images to them so it is not feasible. I need to find some other place to put the documentation. Maybe a document on google drive is the best place, it would be easier for me to keep up to date. Where would you like t...
by Earendel
Thu May 16, 2019 11:45 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 209474

Re: [MOD 0.14] AAI Programmable Vehicles

regedit2000 wrote:
Thu May 02, 2019 5:58 pm
2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In control.zip I'm add support multicategoried burner and fuel better than "rocket-fuel"
These changes are part of the mod now. There were a few issues but they have been resolved.

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