Search found 890 matches

by Pi-C
Tue Oct 27, 2020 8:09 am
Forum: This Forum
Topic: [Forum] Search returns too much results
Replies: 6
Views: 308

Re: [Forum] Search returns too much results

Kuxynator wrote:
Tue Oct 27, 2020 7:56 am
For others having the same prob. google does its job
"no sound" site:https://https://forums.factorio.com/
Never tried that before, but using this search string (with just one "https://"!) with duckduckgo also works. No need to google everything. :-)
by Pi-C
Thu Oct 22, 2020 10:07 am
Forum: Wiki Talk
Topic: Sprite instead of Animation in boiler prototype description
Replies: 4
Views: 166

Re: Sprite instead of Animation in boiler prototype description

Thanks for the info. But I must admit that understanding the chain of inheritances sometimes isn't easy … :-)
by Pi-C
Wed Oct 21, 2020 10:56 pm
Forum: Modding help
Topic: [Solved] Finding fires
Replies: 7
Views: 219

Re: Finding fires

With just the attached minimal mod, and a flamethrower + some ammo cheated in, Factorio will completely break down when the fire stream hits the ground or trees. I've also tried to use another entity (a combat-bot, just like my dummies), but that didn't change anything. OK, the crash is known and w...
by Pi-C
Wed Oct 21, 2020 10:31 pm
Forum: Resolved for the next release
Topic: [1.0.0] created_effect doesn't seem to trigger for prototype "fire-flame"
Replies: 4
Views: 193

Re: [1.0.0] created_effect doesn't seem to trigger for prototype "fire-flame"

Klonan wrote:
Wed Oct 21, 2020 6:04 pm
Until then, you can use `target_effects` instead of `source_effects`, which does the same thing in the case of `created_effect`
Oh, great, that works! So, it looks like I can have self-registering fires in the next release. Thanks for your help, I really appreciate it! :-)
by Pi-C
Wed Oct 21, 2020 5:19 pm
Forum: Resolved for the next release
Topic: [1.0.0] created_effect doesn't seem to trigger for prototype "fire-flame"
Replies: 4
Views: 193

Re: [1.0.0] created_effect doesn't seem to trigger for prototype "fire-flame"

Thanks for the report. Looking into it: you need to move "source_effects" 1 level deeper. local fires = data.raw.fire for name, entity in pairs(fires) do entity.created_effect = { type = "direct", action_delivery = { type = "instant", source_effects = { type = "create-entity", entity_name = "small-...
by Pi-C
Wed Oct 21, 2020 5:09 pm
Forum: Modding help
Topic: [Solved] Finding fires
Replies: 7
Views: 219

Re: Finding fires

source_effects directly in TriggerItem are used only by "line" trigger item type and I am not even sure what the point of having it is. You should go all the way and use action = { type = "instant", source_effects = ... } Thanks for the hint! I guess you meant action_delivery? Perhaps I'm using it ...
by Pi-C
Wed Oct 21, 2020 3:20 pm
Forum: Resolved for the next release
Topic: [1.0.0] created_effect doesn't seem to trigger for prototype "fire-flame"
Replies: 4
Views: 193

[1.0.0] created_effect doesn't seem to trigger for prototype "fire-flame"

This code should work, according to Klonan . local fires = data.raw.fire for name, entity in pairs(fires) do entity.created_effect = { type = "direct", source_effects = { type = "create-entity", entity_name = acids[name] and WT.acid_dummy_name or WT.fire_dummy_name, trigger_created_entity = true } }...
by Pi-C
Wed Oct 21, 2020 2:52 pm
Forum: Modding help
Topic: [Solved] Finding fires
Replies: 7
Views: 219

Re: Finding fires

Klonan wrote:
Wed Oct 21, 2020 2:06 pm
Pi-C wrote:
Wed Oct 21, 2020 12:41 pm
Is there anything missing, or can this property really not be used with fires?
As far as I see, it should work, if its not please make a bug report
Will do, thanks!
by Pi-C
Wed Oct 21, 2020 2:21 pm
Forum: Modding help
Topic: [Solved] Finding fires
Replies: 7
Views: 219

Re: Finding fires

I can’t answer your question but could you merge all the areas in range of all water turrets so you don’t have to check every tile multiple times if the areas overlap? And if you find anything of interest check which turrets are in range? There may be multiple separated areas with turrets, and ther...
by Pi-C
Wed Oct 21, 2020 1:12 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 1249

Re: Reverse-facing locomotives contribute to total train power

If you're not averse to using mods, you should try out Multiple Unit Train Control. :-D
by Pi-C
Wed Oct 21, 2020 12:41 pm
Forum: Modding help
Topic: [Solved] Finding fires
Replies: 7
Views: 219

[Solved] Finding fires

My water turrets should also attack fires, so they need to find them. Fires don't have health, so I need to place a dummy that can be killed on top of fires. Currently, each turret will scan its area/radius for fires (surface.find_entities_filtered) every 600 ticks and create a dummy at the fire pos...
by Pi-C
Wed Oct 21, 2020 12:14 pm
Forum: Wiki Talk
Topic: Sprite instead of Animation in boiler prototype description
Replies: 4
Views: 166

Re: Sprite instead of Animation in boiler prototype description

Thanks, fixed. Thank you. Something similar: The description of the fire prototype lists "created_effect" among the properties inherited from Prototype/Entity. But when I follow the trail via the link in the description to the Trigger page, I only find "Prototype/FireFlame : on_damage_tick_effect" ...
by Pi-C
Tue Oct 20, 2020 5:23 pm
Forum: Wiki Talk
Topic: Sprite instead of Animation in boiler prototype description
Replies: 4
Views: 166

Sprite instead of Animation in boiler prototype description

Just noticed that according to the Wiki, boiler.structure is a table of sprites while the game says it's a table of animations:
Wiki
Wiki
boiler_wiki.png (31.16 KiB) Viewed 166 times
Game prototype browser
Game prototype browser
boiler.png (39.81 KiB) Viewed 166 times
by Pi-C
Mon Oct 19, 2020 7:02 pm
Forum: Modding help
Topic: Target masks and artillery/PLD
Replies: 12
Views: 357

Re: Target masks and artillery/PLD

If Artillery auto-targets "military structures" and you don't want that, and turrents target "military targets" and you do want that... then it would seem to be an option to make the dummies be non-structure military targets. For which immovable combat bots do sound like a possible candidate. At le...
by Pi-C
Mon Oct 19, 2020 12:15 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::gun
Replies: 4
Views: 226

Re: LuaEntityPrototype::gun

So any Update to this? Are you looking for this: https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.attack_result ? Edit: Looking at this I don't think that turrets have more information. I'm not sure how to get damage for laser turret in runtime from prorotype data. On ...
by Pi-C
Mon Oct 19, 2020 9:43 am
Forum: Resolved for the next release
Topic: [Klonan] [1.0.0] Barreling icon code gen ignores icon_size if icons is defined
Replies: 4
Views: 173

[Klonan] [1.0.0] Barreling icon code gen ignores icon_size if icons is defined

I've just had some serious trouble with the icon of a fluid I've defined. This is the important part of my definition: local extinguisherfluid = { type = "fluid", name = WT.fire_ex_fluid, icons = { { icon = MOD_PIX .. "fluid/fire-ex-fluid-icon-turret-bg.png", }, { icon = MOD_PIX .. "fluid/fire-ex-fl...
by Pi-C
Sun Oct 18, 2020 4:39 pm
Forum: Modding help
Topic: Enemies to attack player inside vehicle
Replies: 4
Views: 167

Re: Enemies to attack player inside vehicle

If it has 100% resistance then yes it does indeed trigger a "damaged" event with 0 damage and the original damage listed. That's what I did in Water Turret -- create new damage types and grant all entities that the turrets shouldn't damage 100% resistance against this damage type. Then in data-fina...
by Pi-C
Sun Oct 18, 2020 8:49 am
Forum: Modding help
Topic: Enemies to attack player inside vehicle
Replies: 4
Views: 167

Re: Enemies to attack player inside vehicle

I don't think on_entity_damaged would work here since the car doesn't take damage It does take damage -- the damage is just zero! If you log event data you can see that on_entity_damaged will be triggered: script.on_event(defines.events.on_entity_damaged, function(event) log("Entity damaged: " .. s...

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