Search found 8 matches
- Wed Sep 23, 2020 9:53 pm
- Forum: Resolved Requests
- Topic: [1.0.0] consider-tile-transitions tag not functioning as described
- Replies: 2
- Views: 1443
[1.0.0] consider-tile-transitions tag not functioning as described
Wiki describes the collision_mask tag "consider-tile-transitions" as follows: "Uses the prototypes position rather than its collision box when doing collision checks with tile prototypes. Allows the prototype to overlap colliding tiles up until its center point." In earlier versi...
- Sat Feb 08, 2020 2:57 am
- Forum: Ideas and Suggestions
- Topic: Shading / "shabbification" of cliff graphics
- Replies: 0
- Views: 573
Shading / "shabbification" of cliff graphics
TL;DR I'd like the top edges of cliffs to be shaded and/or feature gravel, cracked earth etc. What ? Since we're in the "polishing" stage of development I think the cliff graphics could use a little tweak. The illusion of depth is let down a little by the stark edge of the cliff-tops agai...
- Fri Feb 07, 2020 3:00 am
- Forum: Modding help
- Topic: Blueprints and dummy entities
- Replies: 0
- Views: 531
Blueprints and dummy entities
My mod includes an electric offshore pump that inherits most of its properties from the vanilla one, but due to prototype limitations uses the assembling-machine type. To keep the "shoreline only" restriction I've used created_entity, create_entity and fast_replace to quietly swap the asse...
- Wed Jan 22, 2020 8:17 am
- Forum: Already exists
- Topic: [Already Exists] assembling-machines with only one available recipe should default to that recipe when placed
- Replies: 2
- Views: 1306
Re: assembling-machines with only one available recipe should default to that recipe when placed
Thanks a lot. Shut 'er down, boys.
- Wed Jan 22, 2020 4:13 am
- Forum: Already exists
- Topic: [Already Exists] assembling-machines with only one available recipe should default to that recipe when placed
- Replies: 2
- Views: 1306
[Already Exists] assembling-machines with only one available recipe should default to that recipe when placed
The assembling-machine prototype is used by a lot of mods (my WIP included) to create passive resource generators - core drills, filtration plants, fish traps, dream-catchers etc. - that consume power but no ingredients. Many of them are therefore single-function machinery with only one assembling r...
- Wed Sep 18, 2019 7:06 am
- Forum: Modding help
- Topic: "Anti-logistics" area?
- Replies: 4
- Views: 1423
Re: "Anti-logistics" area?
What is it you are ultimately trying to achieve by this? Maybe there's another way to do THAT. I was hoping to add a "bot fence" of sorts to allow the forcible separation of logistic networks that would otherwise overlap, or to simply restrict where robots can path, ideally in a player-tr...
- Wed Sep 18, 2019 3:43 am
- Forum: Modding help
- Topic: "Anti-logistics" area?
- Replies: 4
- Views: 1423
"Anti-logistics" area?
I'm trying to create a structure that blocks, removes, or overwrites roboport logistics/construction area in its radius. Is there any way to achieve this?
- Tue Apr 30, 2019 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] "Failed to find the closes matching mode." error on launch
- Replies: 2
- Views: 2438
[0.17.32] "Failed to find the closes matching mode." error on launch
A clean install of 0.16.51 runs happily. A clean install of 0.17.32 crashes on launch with the error message ""Failed to find the closes matching mode". My computer is technically under-spec, but normally I get at least the opportunity to put all my hardware settings to minimum. 0.065...