Search found 8 matches

by FlamingCarrot
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...
by FlamingCarrot
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...
by FlamingCarrot
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...
by FlamingCarrot
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...
by FlamingCarrot
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...
by FlamingCarrot
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?
by FlamingCarrot
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...

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