+1
When using my RoboTank mod , I can deploy a squad of tanks remotely using a blueprint, but picking them up again has to be done using the right-click-in-map-view mining trick (which I only learned about from this forum post).
That said, it is sometimes useful that the vanilla tank and car ...
Search found 11 matches
- Mon Dec 23, 2024 1:46 am
- Forum: Not a bug
- Topic: 2.0.12 Cannot deconstruct Tank with deconstruction planner
- Replies: 6
- Views: 1020
- Sun Dec 22, 2024 5:13 pm
- Forum: Implemented mod requests
- Topic: Allow mods to access the tank's trash inventory
- Replies: 2
- Views: 1080
Allow mods to access the tank's trash inventory
TL;DR
Allow mods to access the tank's trash inventory by providing a proper inventory defines constant.
What?
Currently, there is no symbolic constant in defines.inventory for the tank's trash inventory to use with get_inventory . There is only car_trunk and car_ammo.
Experimentally, I found ...
Allow mods to access the tank's trash inventory by providing a proper inventory defines constant.
What?
Currently, there is no symbolic constant in defines.inventory for the tank's trash inventory to use with get_inventory . There is only car_trunk and car_ammo.
Experimentally, I found ...
- Wed Jan 18, 2023 11:21 am
- Forum: Not a bug
- Topic: 16.15 Logistic Storage and buffer chests
- Replies: 8
- Views: 3502
Re: 16.15 Logistic Storage and buffer chests
I ran into this problem myself and found a workaround suitable for some situations:
Wire all of the buffer chests together to get their combined contents.
Put that through an arithmetic combinator set to multiply the "each" (asterisk, "*") signal by -1, and output "each" as well. That gives the ...
Wire all of the buffer chests together to get their combined contents.
Put that through an arithmetic combinator set to multiply the "each" (asterisk, "*") signal by -1, and output "each" as well. That gives the ...
- Thu Sep 15, 2022 12:05 am
- Forum: Duplicates
- Topic: [1.1.68] Bots enqueue for charging on overloaded roboports while empty ports are nearby
- Replies: 1
- Views: 1023
[1.1.68] Bots enqueue for charging on overloaded roboports while empty ports are nearby
When there are a lot of logistic bots in a network, they tend to queue in large numbers on a small number of overloaded roboports even when there are unused roboports nearby.
Example screenshot:
bot-charging.jpg
In this screenshot, the network has 2400 bots, with none free. It does not matter ...
Example screenshot:
bot-charging.jpg
In this screenshot, the network has 2400 bots, with none free. It does not matter ...
- Mon Dec 21, 2020 5:35 am
- Forum: Modding interface requests
- Topic: Allow mods BP orders to be undo-able!
- Replies: 5
- Views: 3837
Re: Allow mods BP orders to be undo-able!
+1
I'm working on a mod that adds a form of deconstruction planner that analyzes a portion of the factory to find unused entities and marks them for deconstruction. It would be very convenient if the user could undo this action, but the API offers no way to accomplish that.
Furthermore, I think ...
I'm working on a mod that adds a form of deconstruction planner that analyzes a portion of the factory to find unused entities and marks them for deconstruction. It would be very convenient if the user could undo this action, but the API offers no way to accomplish that.
Furthermore, I think ...
- Wed Mar 18, 2020 3:19 pm
- Forum: Modding interface requests
- Topic: Access to original health/current lifetime
- Replies: 9
- Views: 3875
Re: Access to original health/current lifetime
Thanks! I was able to find the right place to do that, so the issue for Smart Cannon Shells is resolved as of 0.2.1 of that mod.Klonan wrote: Tue Mar 17, 2020 9:45 am You can also set the force condition on the damage trigger, so that the damage is only applied on 'not-friend' or whomever
- Sat Mar 14, 2020 11:11 pm
- Forum: Modding interface requests
- Topic: Access to original health/current lifetime
- Replies: 9
- Views: 3875
Re: Access to original health/current lifetime
In the specific case of Smart Cannon Shells, they already have projectile.force_condition = "not-friend" set, but that does not affect explosive splash damage.
- Fri Apr 19, 2019 11:42 pm
- Forum: Not a bug
- Topic: [0.17.32] Modded projectile with force_condition="not-friend" does not hit trees or rocks
- Replies: 1
- Views: 1149
[0.17.32] Modded projectile with force_condition="not-friend" does not hit trees or rocks
I created modded versions of the stock cannon shells that do not do
friendly fire damage:
https://mods.factorio.com/mod/SmartCannonShells
They work by setting force_condition="not-friend" on the projectile.
This attribute is documented at:
https://wiki.factorio.com/Prototype/Projectile#force ...
friendly fire damage:
https://mods.factorio.com/mod/SmartCannonShells
They work by setting force_condition="not-friend" on the projectile.
This attribute is documented at:
https://wiki.factorio.com/Prototype/Projectile#force ...
- Sat Mar 03, 2018 12:56 pm
- Forum: Mods
- Topic: [MOD 0.16] RoboTank
- Replies: 3
- Views: 2566
Re: [MOD 0.16] RoboTank
I'm glad you like the mod! I noticed this because of your YouTube comment (I don't know how to monitor Factorio forums). I just posted version 0.3.1 that should solve the problem. (I would reply on YouTube too but I get "failed to post comment" error now...)
- Wed Dec 20, 2017 5:08 am
- Forum: Mods
- Topic: [MOD 0.16] RoboTank
- Replies: 3
- Views: 2566
[MOD 0.16] RoboTank
Type: Mod
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.3.0
Release: 2017-12-19
Tested-With-Factorio-Version: 0.16.5
Download: https://mods.factorio.com/mods/smcpeak/RoboTank ...
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.3.0
Release: 2017-12-19
Tested-With-Factorio-Version: 0.16.5
Download: https://mods.factorio.com/mods/smcpeak/RoboTank ...
- Tue Dec 05, 2017 8:01 am
- Forum: Mods
- Topic: [MOD 0.15] RoboTank
- Replies: 1
- Views: 1777
[MOD 0.15] RoboTank
Type: Mod
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.1.0
Release: 2017-12-04
Tested-With-Factorio-Version: 0.15.40
Download: https://mods.factorio.com/mods/smcpeak/RoboTank ...
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.1.0
Release: 2017-12-04
Tested-With-Factorio-Version: 0.15.40
Download: https://mods.factorio.com/mods/smcpeak/RoboTank ...