Search found 289 matches
- 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?
- 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...
- 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...
- Fri Jun 04, 2021 1:42 am
- Forum: Ideas and Requests For Mods
- Topic: looking for new surface mod (Mod suggestion)
- Replies: 6
- Views: 1559
Re: looking for new surface mod (Mod suggestion)
Or even the words "edit blueprints".
- 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?
- 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 ...
- 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"...
- 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!
- 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...
- 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".
-> Heh, good point, clarified for the next release.
- 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 ...
- 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...
- 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.
- 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.
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.
- 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 ...
- 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.
- 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
- Wed Mar 10, 2021 9:40 am
- Forum: Not a bug
- Topic: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead
- Replies: 4
- Views: 1428
Re: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead
Oh. Well. That explains that! Thanks for the link.
- 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'...
- 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...