Search found 289 matches

by PFQNiet
Fri Jun 11, 2021 7:55 pm
Forum: Modding help
Topic: Get stats of accumulators on the network
Replies: 2
Views: 842

Get stats of accumulators on the network

Is there any way of getting information about the total accumulator charge of an electric network?
by PFQNiet
Sat Jun 05, 2021 9:20 am
Forum: Modding interface requests
Topic: Consistency with fast_transfer on miscellanous entities
Replies: 0
Views: 441

Consistency with fast_transfer on miscellanous entities

Suppose you have a Combinator entity that can "receive" or "output" items based on signals. For example, you "insert" an iron plate and it gets stored as a signal in the combinator. You can then "retrieve" the item. I have something vaguely like this and it wo...
by PFQNiet
Fri Jun 04, 2021 2:21 am
Forum: Modding interface requests
Topic: Passenger count for vehicles
Replies: 5
Views: 1645

Passenger count for vehicles

Currently we have a boolean value to allow passengers at all. So for a car we can have zero or two occupants. Personally I have a use case where I want a car to only allow one occupant, the driver. I have to implement this via script, by ejecting any passengers who try to enter. It could also be nea...
by PFQNiet
Thu Jun 03, 2021 2:49 pm
Forum: Modding help
Topic: Spidertron movement
Replies: 3
Views: 1076

Re: Spidertron movement

There's predefined functions for spidertrons? Whaaaaaat? Where can I learn more about these?
by PFQNiet
Thu Jun 03, 2021 1:33 pm
Forum: Modding help
Topic: Spidertron movement
Replies: 3
Views: 1076

Spidertron movement

What is the max speed of a spider-vehicle and how do I change it in data? There appears to be no speed values on the spider-vehicle itself, just a fuel consumption which seems to indicate "if the spider is moving, it consumes this much fuel". The legs have things that seem promising, such ...
by PFQNiet
Thu Jun 03, 2021 11:53 am
Forum: Not a bug
Topic: [1.1.34] Non-colliding spidertron collides with itself
Replies: 1
Views: 767

[1.1.34] Non-colliding spidertron collides with itself

Noticed this when using Companion Drones, working on my own mod where this might come up. Companion Drones have "collision_mask = {}" on both the spider-vehicle and its spider-leg. However, if I try to place two of them too close together, it still shows "Companion is in the way"...
by PFQNiet
Wed Jun 02, 2021 1:13 pm
Forum: Modding help
Topic: Rotate a car without moving it
Replies: 2
Views: 745

Re: Rotate a car without moving it

Huh. Must've done something wrong when I tried it before, because you're right it works just fine. Oops!
by PFQNiet
Tue Jun 01, 2021 6:24 pm
Forum: Modding help
Topic: Rotate a car without moving it
Replies: 2
Views: 745

Rotate a car without moving it

I'm using "fake" cars for a few things. These cars don't move in the conventional way but are teleported every tick for the duration of their effect. I can't seem to rotate them though. Just setting orientation on them doesn't seem to have any effect. Is there a way to do this? If not, I s...
by PFQNiet
Tue Jun 01, 2021 4:11 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 84000

Re: Small documentation improvement requests

RealOrientation
The smooth orientation. It is a float in the range [0, 1), where a value of 0 indicates "north" and a value of 0.5 indicates "south".
So... is 0.25 East or West?

-> Heh, good point, clarified for the next release.
by PFQNiet
Tue Jun 01, 2021 3:04 pm
Forum: Modding help
Topic: find_entities_filtered with position, radius and limit
Replies: 2
Views: 708

Re: find_entities_filtered with position, radius and limit

Ah, thank you for the detailed info! It's good to know that position + radius search is based on actual point position, not collision boxes (which position alone and area searches are). I've gone ahead and implemented my search as a series of searches with increasing radii until enough entities are ...
by PFQNiet
Tue Jun 01, 2021 2:36 pm
Forum: Modding help
Topic: find_entities_filtered with position, radius and limit
Replies: 2
Views: 708

find_entities_filtered with position, radius and limit

Given a position, radius and limit, which entities are returned? Does the function scan outward from the position until it finds enough entities, at which point it returns the N closest matching entities? Or does it compute the area to search based on position and radius and return whatever N matchi...
by PFQNiet
Sat May 29, 2021 7:30 pm
Forum: Documentation Improvement Requests
Topic: Properties of SpiderVehicle and SpiderLeg missing descriptions
Replies: 1
Views: 291

Properties of SpiderVehicle and SpiderLeg missing descriptions

I'd love to know what all the properties of SpiderVehicle and SpiderLeg actually do. Specifically I'd like to be able to properly balance the spidertron's speed and fuel consumption but just in general there's a lot of properties and not much documentation on them.
by PFQNiet
Wed May 05, 2021 1:15 pm
Forum: Modding interface requests
Topic: Relative GUI for static GUI elements
Replies: 2
Views: 890

Re: Relative GUI for static GUI elements

+1

I would love to attach some gui to the hotbar, such as a custom additional progress bar (alongside health, shield, mining progress...) and other uses.
by PFQNiet
Thu Mar 25, 2021 1:37 am
Forum: Modding help
Topic: Detect placement of blueprint
Replies: 2
Views: 1795

Detect placement of blueprint

What is the proper way to respond to a blueprint being placed? I would like to have a table of ghosts to do stuff with. Would this be done as just a large number of entity creation events where the entity is a ghost? If so, how would I tell the difference between an item holding a single entity, or ...
by PFQNiet
Sun Mar 21, 2021 10:33 am
Forum: Modding interface requests
Topic: Allow items and fluids in a selector
Replies: 5
Views: 1905

Re: Allow items and fluids in a selector

"Signals" also includes virtual signals, though, which may not be wanted.
by PFQNiet
Wed Mar 17, 2021 10:34 pm
Forum: Modding discussion
Topic: I'll do Factorio style art for your mod for free!
Replies: 2
Views: 1433

Re: I'll do Factorio style art for your mod for free!

Do you have any examples of your work to show? I understand you're offering to do this to build a portfolio in the first place, but it may be helpful to show us that you're a capable artist :)
by PFQNiet
Wed Mar 10, 2021 9:04 am
Forum: Not a bug
Topic: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead
Replies: 4
Views: 1428

[1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead

My mod - among many other things - rescales fluids to closer match the numbers of solid items being used. So instead of a recipe for example taking 1 iron plate, 5 sulfur, 100 water to make 50 sulfuric acid, it would take 1 plate, 5 sulfur, 10 water and produce 5 acid. This is an overhaul mod and I'...
by PFQNiet
Wed Mar 10, 2021 2:02 am
Forum: Implemented mod requests
Topic: on_item_request_removed
Replies: 18
Views: 4983

Re: on_item_request_removed

Does "register_on_entity_destroyed" not work for item request proxies? Because that might be a helpful first step. You'd have to determine if it was caused by the requesting entity being destroyed, or the player cancelling the request, or it being fulfilled, but it could be wrangled. Alter...

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