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by PFQNiet
Wed Oct 21, 2020 2:30 pm
Forum: Modding help
Topic: Changing train visualisation
Replies: 0
Views: 463

Changing train visualisation

As part of my mod I've changed trains so that the connection distance is 4 instead of 3, making it so that two adjacent wagons are 8 tiles apart, not 7 tiles. However this means that the visualisations at train stops and rail signals are wrong, since they're still spaced 1 apart instead of 2 apart. ...
by PFQNiet
Wed Oct 21, 2020 3:26 am
Forum: Modding help
Topic: Restrict entity to a 2x2 grid
Replies: 8
Views: 1890

Re: Restrict entity to a 2x2 grid

Unfortunately making it a straight-rail itself means the collision-box is hard-coded, and I need to ensure empty space around it. So I'd have to do checking and refunding in that case too. I think in actual usage, the player can build rails and then clear out the gap needed for my entity before plac...
by PFQNiet
Wed Oct 21, 2020 3:18 am
Forum: Modding help
Topic: Restrict entity to a 2x2 grid
Replies: 8
Views: 1890

Restrict entity to a 2x2 grid

I have an entity that, when placed, will also spawn in some straight-rails to connect it to the railway.

Is it possible to restrict the placement of an entity to the same 2x2 grid that rails and train stops use?
by PFQNiet
Sun Oct 18, 2020 4:20 pm
Forum: Modding help
Topic: Enemies to attack player inside vehicle
Replies: 4
Views: 995

Re: Enemies to attack player inside vehicle

I just double-checked that, but unfortunately no.

If it has 100% resistance then yes it does indeed trigger a "damaged" event with 0 damage and the original damage listed.

However if the entity is outright set to "destructible = false" then it does not.
by PFQNiet
Sun Oct 18, 2020 2:32 am
Forum: Modding help
Topic: Enemies to attack player inside vehicle
Replies: 4
Views: 995

Enemies to attack player inside vehicle

I made the car indestructible. For... reasons. However biters will try - unsuccessfully - to attack the player driving nearby them. They just attack repeatedly until the car slowly grinds through them. I'd like to make it so that if enemies attack the car, it is the player inside that takes damage i...
by PFQNiet
Thu Oct 15, 2020 7:52 pm
Forum: Gameplay Help
Topic: Inserters pulling from a box
Replies: 2
Views: 1489

Re: Inserters pulling from a box

Ahh, thank you for pointing out the chunk thing. Of course in hindsight it's blindingly obvious. Since the modded entity I'm making has invisible "super-inserters" shuffling the items around, I can certainly put their bases on the tile that the box is located on. Thanks a lot! EDIT: Update...
by PFQNiet
Thu Oct 15, 2020 1:05 pm
Forum: Gameplay Help
Topic: Inserters pulling from a box
Replies: 2
Views: 1489

Inserters pulling from a box

If I have a box being loaded by one inserter, and pulled from by three inserters, most of the time it cycles through the three inserters, each one taking its turn at pulling an item from the box. However sometimes, for reasons I can't discern, one or two of the inserters won't pull any items, and th...
by PFQNiet
Wed Sep 09, 2020 6:12 am
Forum: Modding help
Topic: choose-elem-button refresh filters
Replies: 1
Views: 476

choose-elem-button refresh filters

I have a GUI choose-elem-button, with filters: flow.add{ type = "choose-elem-button", name = "selected-item", elem_type = "recipe", elem_filters = { {filter="category", category="smelting"}, {mode="and", filter="enabled"} } } This...
by PFQNiet
Sat Sep 05, 2020 7:52 pm
Forum: Implemented mod requests
Topic: connect_neighbour and disconnect_neighbour for Power Switch
Replies: 4
Views: 1971

Re: connect_neighbour and disconnect_neighbour for Power Switch

You know when you search something on Google and find someone else with the same idea as you from years ago? This is one of those moments. Is this possible? I'd love to have this feature. Readily anticipated issue: you have to specify which side of the Power Switch to connect to. This could probably...

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