This was implemented in 2.0 by the LuaLogisticPoint.enabled field
https://lua-api.factorio.com/latest/cla ... ml#enabled
Search found 45 matches
- Sun Oct 27, 2024 3:25 am
- Forum: Won't implement
- Topic: Setting a logistic chest active to false should make the logistic network ignore the chest
- Replies: 3
- Views: 1672
- Sat Feb 17, 2024 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
- Replies: 1
- Views: 1071
[boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
Problem: Requester chests lose their "set requests" ability IF its set by a circuit condition AND the chest changes forces. They regain it when reloading the save file (possible desync bug). I noticed this when trying to use set requests using my rp_steam_roboports mod + SE. The requester...
- Tue Aug 01, 2023 5:32 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] function "make_4way_animation_from_spritesheet" are missing draw_as_light
- Replies: 2
- Views: 1448
Re: [1.1.87] function "make_4way_animation_from_spritesheet" are missing draw_as_light
+1 I spent over an hour trying to figure this out in a mod I'm making
- Sat Jul 29, 2023 4:52 am
- Forum: Modding interface requests
- Topic: [1.1.28] No pollution from Heat Energy Source
- Replies: 3
- Views: 1533
Re: [1.1.28] No pollution from Heat Energy Source
I think this is also true for heat-based crafting machines. The pollution will show up in tooltips but not in-game.
- Sat Jul 29, 2023 3:13 am
- Forum: Won't implement
- Topic: Setting a logistic chest active to false should make the logistic network ignore the chest
- Replies: 3
- Views: 1672
Re: Setting a logistic chest active to false should make the logistic network ignore the chest
They are turned off when they are marked for deconstruction. Requesters cancel their requests and providers cancel their pickups. Could it simulate the mark-for-deconstruction behavior?
- Sun Jul 09, 2023 5:57 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal: highlighted mods should not show the same category twice
- Replies: 1
- Views: 812
Mod Portal: highlighted mods should not show the same category twice
The mod portal's highlighted mods for 2023-07-03 until 2023-07-09 showed the cheats category twice. This feels a little redundant. Can you limit each category to only showing up once per week?
- Wed Apr 05, 2023 7:01 pm
- Forum: Implemented mod requests
- Topic: Linked pipes
- Replies: 16
- Views: 6510
Re: Linked pipes
Thank you! Now I have another reason to be excited for the expansion.
- Wed Apr 05, 2023 2:13 am
- Forum: Minor issues
- Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
- Replies: 4
- Views: 1449
Re: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
the "dice" property was definitely the worst offender. Turning that off stopped the crashes and most of the graphics glitches. After I removed that, I tried testing each layer individually and then tried turning them on in different permutations. I was able to find one where textures still...
- Tue Apr 04, 2023 6:08 pm
- Forum: Minor issues
- Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
- Replies: 4
- Views: 1449
Re: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
Oh, I thought dice meant pick a random sprite, not slice a sprite. I'll check what it does with that turned off this evening.
Can you update the prototype docs to say that? There's no comments at all about what dice does.
https://wiki.factorio.com/Types/Animation#dice_x
Can you update the prototype docs to say that? There's no comments at all about what dice does.
https://wiki.factorio.com/Types/Animation#dice_x
- Tue Apr 04, 2023 5:03 am
- Forum: Minor issues
- Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
- Replies: 4
- Views: 1449
Re: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
I keep getting "HTTP ERROR" when uploading attachments.
Here's a link to download the mod, save game, and logs
https://drive.google.com/drive/folders/ ... sp=sharing
Here's a link to download the mod, save game, and logs
https://drive.google.com/drive/folders/ ... sp=sharing
- Tue Apr 04, 2023 5:00 am
- Forum: Minor issues
- Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
- Replies: 4
- Views: 1449
[1.1.76] Modded - Renders invalid textures and crashes on shutdown
I'm using a fire entity prototype with multiple layers for the picture. One layer is a standard animation, the other two are a single frame from a different animation repeated. The the animations with the repeated frame seems to render unallocated textures/random stuff in the atlas. layer #1, a sing...
- Sun Mar 12, 2023 9:11 pm
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)
That works perfectly with zero fuss for the little pilot light sprite on fluid turrets. I wonder what other ones the standard ortho formula works well for.
- Sun Mar 12, 2023 8:16 pm
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)
This snippet from "Factorio\data\base\prototypes\entity\fire.lua" looks promising. It translates 3D model coordinates to Factorio2D ones to place the little pilot light on flamethrower turrets. It translates a 3D point for all rotations across multiple animation frames to 2D points. for r ...
- Sun Mar 12, 2023 4:47 pm
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)
Thank you for those links. They're very enlightening. I had no idea that rotations were processed non-linearly. I had noticed that I could get my formulas to be accurate near the cardinal directions but never inbetween. I bet the non linear math is what threw me off. I'll play around with those form...
- Sun Mar 12, 2023 3:31 am
- Forum: Documentation Improvement Requests
- Topic: Please add docs about `fire` prototypes
- Replies: 1
- Views: 1374
Please add docs about `fire` prototypes
The `fire` prototype is used for both spitter puddles and fires. It has a number of properties for merging fires, adding fuel to fires, secondary animations, and a mysterious `uses_alternative_behavior` flag. The documentation for these is sparse and I'd like to avoid hours and hours of guess and c...
- Sat Mar 11, 2023 7:23 pm
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)
It's reassuring that you had trouble with it too. The trigonometry struggles are real. It took me a while to figure out how to translate a 3D point in the model, to a 2D orthographic sprite coordinate, and finally to a 2D Factorio coordinate. One of the oddities is how the turret's barrel basically ...
- Wed Mar 01, 2023 5:57 am
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)
It would be an honor to have you make a mod with them. I have had three main challenges: 1. Every single entity uses a different magic formula for calculating the muzzle offsets. It is not just that each AttackParameters works (drastically) differently. There are even differences between turret type...
- Sun Feb 26, 2023 6:19 am
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
- Tue Oct 25, 2022 1:58 am
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 5607
- Wed Oct 19, 2022 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Please add "Copy error message to clipboard" button to mod loading errors
- Replies: 5
- Views: 2075