Search found 9 matches
- Mon Sep 08, 2025 8:01 am
- Forum: Modding help
- Topic: Allow create_smoke for entities to be disabled
- Replies: 3
- Views: 248
Re: Allow create_smoke for entities to be disabled
Nevermind, I'm stupid. I forgot that spider-vehicle also have legs that create building smoke.
- Sun Sep 07, 2025 7:41 pm
- Forum: Modding help
- Topic: Allow create_smoke for entities to be disabled
- Replies: 3
- Views: 248
Re: Allow create_smoke for entities to be disabled
I thought that would work too. Unfortunately, even when I create an empty smoke and define it in the entity's created_smoke property, the building smoke still shows up.
- Sat Sep 06, 2025 7:59 pm
- Forum: Modding help
- Topic: Allow create_smoke for entities to be disabled
- Replies: 3
- Views: 248
Allow create_smoke for entities to be disabled
When entities are placed, the game creates the "trivial-smoke" defined in the "created_smoke" property of the entity. By default, this is the "smoke-building"-smoke. Currently, it is not possible to disable the creation of this smoke.
For my mod, I added a place_result to a capsule to enable ...
For my mod, I added a place_result to a capsule to enable ...
- Thu Mar 20, 2025 6:10 pm
- Forum: Modding interface requests
- Topic: Add Item Count to CustomInputEvent.selected_prototype
- Replies: 2
- Views: 244
Re: Add Item Count to CustomInputEvent.selected_prototype
If possible sure.
- Tue Mar 18, 2025 8:49 am
- Forum: Modding interface requests
- Topic: Add Item Count to CustomInputEvent.selected_prototype
- Replies: 2
- Views: 244
Add Item Count to CustomInputEvent.selected_prototype
Would it be possible to add the item count when hovering over an item stack as a new custom-input property?
Thank you.
Thank you.
- Mon Mar 20, 2023 10:07 pm
- Forum: Minor issues
- Topic: [1.1.72] on_trigger_created_entity has no last_user when player.character is destroyed before the entity is created
- Replies: 4
- Views: 1889
Re: [1.1.72] on_trigger_created_entity has no last_user when player.character is destroyed before the entity is created
Thanks for the clarification. I assume its not possible to change the projectile so it can also link to "LuaPlayer" or "playeridentification"? Because according to the API documentation, both the parameter "player" in surface.create_entity() and the attribute "last_user" of the class "luaEntity ...
- Mon Mar 20, 2023 5:19 pm
- Forum: Minor issues
- Topic: [1.1.72] on_trigger_created_entity has no last_user when player.character is destroyed before the entity is created
- Replies: 4
- Views: 1889
Re: [1.1.72] on_trigger_created_entity has no last_user when player.character is destroyed before the entity is created
Sorry for the late reply. Its neither one of these. I try to clarify the situation more.
1. First the player is read via local player = game.players[...]
2. Second, a capsule is created via command surface.create_entity{ player = player }. This capsule has a projectile asscociated to it. The ...
1. First the player is read via local player = game.players[...]
2. Second, a capsule is created via command surface.create_entity{ player = player }. This capsule has a projectile asscociated to it. The ...
- Tue Nov 15, 2022 6:48 pm
- Forum: Minor issues
- Topic: [1.1.72] on_trigger_created_entity has no last_user when player.character is destroyed before the entity is created
- Replies: 4
- Views: 1889
[1.1.72] on_trigger_created_entity has no last_user when player.character is destroyed before the entity is created
When a projectile is created via LuaSurface.create_entity() with the parameter “player” set, but the player.character is destroyed before the projectile has time to trigger the “on_trigger_created_entity” event, the variable last_user in the created event.entity is nil.
The issue can be reproduced ...
The issue can be reproduced ...
- Fri Apr 16, 2021 4:44 pm
- Forum: Mods
- Topic: [MOD 1.1] Combat Robots Overhaul
- Replies: 0
- Views: 2576
[MOD 1.1] Combat Robots Overhaul
Description:
This mod aims to overhaul the behaviour of Factorio's vanilla combat robots to make them more useful.
Defender Units will either follow the player or automatically defend the base in case of a biter attack. (toggle-able)
Distractor Units have been renamed to Sentry Units to better ...
This mod aims to overhaul the behaviour of Factorio's vanilla combat robots to make them more useful.
Defender Units will either follow the player or automatically defend the base in case of a biter attack. (toggle-able)
Distractor Units have been renamed to Sentry Units to better ...