What is it you are ultimately trying to achieve by this? Maybe there's another way to do THAT.FlamingCarrot wrote: βWed Sep 18, 2019 3:43 amI'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?
Search found 478 matches
- Wed Sep 18, 2019 3:53 am
- Forum: Modding help
- Topic: "Anti-logistics" area?
- Replies: 4
- Views: 1443
Re: "Anti-logistics" area?
- Wed Sep 18, 2019 1:37 am
- Forum: Implemented Suggestions
- Topic: Persistant notifications to the player when queued researches are completed
- Replies: 21
- Views: 5295
- Mon Sep 16, 2019 10:12 pm
- Forum: General discussion
- Topic: Chests with slot filters?
- Replies: 10
- Views: 5160
Re: Chests with slot filters?
I can think of cases where I have items coming into a chest through dumb inserters where I have had to use circuit conditions to limit input, but are you sure there are any cases where a logistics request/buffer chest would need this? You can't simply control the inflow using the requested number? ...
- Mon Sep 16, 2019 7:08 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
Deepcopy makes a NEW TABLE that is a COPY of the table you fed to it. So anything you delete in the new table will only be deleted in the new table. To delete an entry in the table you just do something like local table2 = util.table.deepcopy(table) table2.thing2 = nil That removed the value at &qu...
- Mon Sep 16, 2019 6:54 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
Uhh, well, that's where the deepcopy function comes from, I think... util.table.deepcopy(). I assume you have access to it just using table.deepcopy() because somewhere along the way, in some data file somewhere, either in another mod or in the base mod, there is a line that says "table = util...
- Mon Sep 16, 2019 6:34 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
Exactly. And congratulations!Palaber1984 wrote: βMon Sep 16, 2019 6:32 pmah ok, when creating a table then with comma, and when changing a table then without.
BTW, my mod runs now with this short way,
- Mon Sep 16, 2019 6:08 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
I think you're having trouble with understanding the difference between creating a table all at once and taking an existing table, then changing individual entries. Look, it's like this. You can have a table, like local table = { thing1 = "foo", thing2 = "yo", thing3 = "bar...
- Mon Sep 16, 2019 5:54 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
Oh, the problem is you have a comma hanging off the end of one of your lines. Each of those statements is a separate operation, so they shouldn't be separated by commas.
- Mon Sep 16, 2019 5:07 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
OK, I see what you mean. You can just create your own recipe from scratch, or you can create one by copying another recipe. Typically, if I'm making an alternate version of an existing item, I make the recipe and the item from scratch, and then deepcopy the vanilla entity and apply changes to make t...
- Mon Sep 16, 2019 4:55 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
I'm not sure which part is the "last part" you mean. In the entity prototype, the "result", which is the item you get when you mine the entity, goes inside the minable table. What you really need to do is look, here: https://wiki.factorio.com/Prototype/Entity That contains all t...
- Mon Sep 16, 2019 2:18 pm
- Forum: Ideas and Requests For Mods
- Topic: "heat furnace", new furnace using heat from nuclear reactor
- Replies: 13
- Views: 3311
Re: "heat furnace", new furnace using heat from nuclear reactor
I've released a mod that does this: https://mods.factorio.com/mod/heat-furnace The minimum operating temperature is only 500C. This is so you can run it using chemical fuel in my Heat Processing mod, which only rises to a bit above 500C. But, the energy requirements of this furnace are twice that of...
- Mon Sep 16, 2019 11:58 am
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
Did you mean to ask another question, here?
- Mon Sep 16, 2019 2:47 am
- Forum: Pending
- Topic: [0.17.68] Trouble with log() when running Factorio outside Terminal (Linux)
- Replies: 3
- Views: 1679
Re: [0.17.68] Trouble with log() when running Factorio outside Terminal
https://forums.factorio.com/viewtopic.php?t=53560 Right, I should have linked this in the above description, thanks. I did mention that I saw this, and I mentioned that the only "weird filesystem" thing I have going on is the use of the symlink, which I don't think should be responsible. ...
- Sun Sep 15, 2019 5:31 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
Ah understand. And if I have multiple entities like small-electric-Pole-1, small-electric-Pole-2, small-electric-Pole-3, Then have to use every time a new variable or, can I use the same for all? You only need the variable if you're passing the data around, essentially. THe game picks up the data w...
- Sun Sep 15, 2019 5:00 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
small-electric-pole-2 is not a legal name in Lua. It thinks you are subtracting "electric" and "pole" from "small". and when i use smallelectricpole? You need to differentiate between the variable names you're using when you set something equal to something else and th...
- Sun Sep 15, 2019 4:41 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
What you really want is table.deepcopy(). local pole = table.deepcopy(data.raw["electric-pole"]["small-electric-pole"]) pole.name = "small-electric-pole-2" pole.minable = {mining_time = 0.1, result = "small-electric-pole"} pole.max_health = 50 pole.maximum_wi...
- Sun Sep 15, 2019 4:15 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
What you really want is table.deepcopy(). local pole = table.deepcopy(data.raw["electric-pole"]["small-electric-pole"]) pole.name = "small-electric-pole-2" pole.minable = {mining_time = 0.1, result = "small-electric-pole"} pole.max_health = 50 pole.maximum_wi...
- Sun Sep 15, 2019 3:45 pm
- Forum: Modding help
- Topic: using util.merge how does it works?
- Replies: 46
- Views: 8475
Re: using util.merge how does it works?
data:extend({ --------------------------- -- Small Electric Pole 1 -- --------------------------- util.merge{data.raw["electric-pole"]["small-electric-pole"], { name = "small-electric-pole", minable = {mining_time = 0.1, result = "small-electric-pole"}, max_h...
- Sun Sep 15, 2019 3:31 pm
- Forum: Texture Packs
- Topic: [Request] Gas-fired Furnace and Blast Furnace
- Replies: 4
- Views: 4073
Re: [Request] Gas-fired Furnace and Blast Furnace
Hey, do you (or anyone else who reads this) know if there's a way to take an existing animation of a fire in the vanilla data and put it BEHIND the furnace animation, so that it only shows in the window (I think the electric furnace window is transparent -- it is on the other furnaces), without mov...
- Sun Sep 15, 2019 3:26 pm
- Forum: Texture Packs
- Topic: [Request] Gas-fired Furnace and Blast Furnace
- Replies: 4
- Views: 4073