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by Earendel
Mon Oct 24, 2016 7:34 am
Forum: Implemented mod requests
Topic: Simple-Force-Entity
Replies: 17
Views: 5228

Re: Simple-Force-Entity

That is really useful information, thanks.
by Earendel
Sun Oct 23, 2016 10:36 pm
Forum: Implemented mod requests
Topic: Simple-Force-Entity
Replies: 17
Views: 5228

Re: Simple-Force-Entity

That's good to know, thanks. That does improve the situation when using a few of the entities like Text Plates, but I worry about the overhead of adding millions of constant combinators to a scene if they are used for zones. I think it's likely that someone will at some point think it's a good idea ...
by Earendel
Sun Oct 23, 2016 10:21 pm
Forum: Modding help
Topic: Composite Vehicle/Unit/Turret issues
Replies: 8
Views: 2537

Re: Composite Vehicle/Unit/Turret issues

So this is weird.

find_nearest_enemy will find enemy units, spawners, worms, but also enemy gun turrets and radars, but not other enemy structures like assembly machines.

find_enemy_units will find enemy units, spawners, worms, but NOT enemy gun turrets or anything else not biter-specific.
by Earendel
Sun Oct 23, 2016 9:44 pm
Forum: Modding help
Topic: Composite Vehicle/Unit/Turret issues
Replies: 8
Views: 2537

Re: Composite Vehicle/Unit/Turret issues

Not sure if it's any use, but saw a post while back where someone was trying to do something similar to what you're doing (I think?): GIF: https://gfycat.com/NeighboringEvergreenConey Topic: https://forums.factorio.com/viewtopic.php?f=28&t=25599 Github: https://github.com/msu320/turrets_API As ...
by Earendel
Sun Oct 23, 2016 9:43 pm
Forum: Modding help
Topic: Composite Vehicle/Unit/Turret issues
Replies: 8
Views: 2537

Re: Composite Vehicle/Unit/Turret issues

I'll be doing some testing on this, but does surface.find_nearest_enemy() return just units, units and turret, units turrets and unit-spawners, or any entity of an enemy force (such as enemy assembly machine)?
by Earendel
Sun Oct 23, 2016 8:44 pm
Forum: Implemented mod requests
Topic: Simple-Force-Entity
Replies: 17
Views: 5228

Re: Simple-Force-Entity

Are there any other side-effects of doing that?
by Earendel
Sun Oct 23, 2016 8:25 pm
Forum: Modding help
Topic: Composite Vehicle/Unit/Turret issues
Replies: 8
Views: 2537

Re: Composite Vehicle/Unit/Turret issues

So it seems to me that without the ability to set the smooth orientation of a turret, and without the ability to tell whether a unit is attacking in order to consume ammo, my only option that will actually work is to do everything with scripts... Frankly, it seems like a horribly inefficient solutio...
by Earendel
Sun Oct 23, 2016 7:27 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

Re: [MOD 0.14] Text Plates

Yes, although now that I think about it's only the ghost version version actually needs that combinator slot so there could be another 'square' entity for a placed blank that does not need to be swaped on construction.

Thanks for the help on the ghost signal setup.
by Earendel
Sun Oct 23, 2016 5:21 pm
Forum: Implemented mod requests
Topic: Simple-Force-Entity
Replies: 17
Views: 5228

Re: Simple-Force-Entity

Another use case can be seen here:
viewtopic.php?f=93&t=34935&p=217749#p217749

Currently letters are using the constant combinator type because it has the least unwanted side effects, but still has an undesired UI.
by Earendel
Sun Oct 23, 2016 5:15 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

Re: [MOD 0.14] Text Plates

Why is the entity type for the letters a constant combinator? Wouldn't it be simpler for the entity to be a decorative or a doodad type? As far as I can see there is no reason to need to be able to click on the letters and see the constant combinator GUI. They were originally the simple-entity type...
by Earendel
Sun Oct 23, 2016 10:28 am
Forum: Modding interface requests
Topic: flying units tag or collision box check for pathfinder/movement
Replies: 7
Views: 2334

Re: flying units tag or collision box check for pathfinder/movement

Have you tried

Code: Select all

collision_mask = {}
or

Code: Select all

collision_mask = { "ghost-layer"}
Types/CollisionMask
by Earendel
Sat Oct 22, 2016 9:36 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

Re: [MOD 0.14] Text Plates

An now you can type in a message and placing blanks will place down the message characters/symbols in sequence.
by Earendel
Sat Oct 22, 2016 11:43 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

Re: [MOD 0.14] Text Plates

Text Plate Blanks have been implemented now. Instead of making letters just make some blanks. With the blanks on your cursor you can choose what to put down using the UI. It saves on inventory space.
by Earendel
Sat Oct 22, 2016 8:31 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

Re: [MOD 0.14] Text Plates

I've seen the recursive blueprints mod, it looks good but it's quite different from what I was thinking. It is what let me know that my idea was probably possible. He actually has quite a few mods that would pair well with Programmable Warfare but this is not that right thread for that discussion. A...
by Earendel
Fri Oct 21, 2016 11:00 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

Re: [MOD 0.14] Text Plates

I imagine it won't be long before someone concocts a circuit network device for printing these out on the ground based on signal inputs. I'm thinking about a couple of structures for my Programmable Warfare mod that would be able to do that. The first is a structure where you pass in an item signal...
by Earendel
Fri Oct 21, 2016 9:15 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43270

[MOD 0.14] Text Plates

Text Plates Name: Text Plates Version: 0.1.5 Factorio-Version: 0.14.0 Description: Text shaped metal plates for signs and labels. Letters, numbers and symbols. Iron, copper, large and small variants. License: GNU LGPLv3 Release: 2016-10-21 Download-Url: https://mods.factorio.com/mods/Earendel/textp...
by Earendel
Tue Oct 18, 2016 10:47 pm
Forum: Implemented mod requests
Topic: on_entity_died - killer
Replies: 8
Views: 2971

Re: on_entity_died - killer

It would be useful information to have. If turrets track kill counts then presumably there is some kill information in there somewhere. If it would need to be triggered at a different point in the code to work then maybe an on_entity_killed event could return the killed and the killer? From that per...
by Earendel
Tue Oct 18, 2016 8:39 pm
Forum: Modding interface requests
Topic: LuaEntity.turret_orientation :: float [RW]
Replies: 1
Views: 1198

LuaEntity.turret_orientation :: float [RW]

Please add LuaEntity.turret_orientation :: float [RW] for turrets and vehicles.
by Earendel
Tue Oct 18, 2016 8:34 pm
Forum: Implemented mod requests
Topic: LuaEntity.get_target() + set target options
Replies: 2
Views: 1542

LuaEntity.get_target() + set target options

Please add for turret, unit, player, vehicle. LuaEntity.get_target() → {entity= LuaEntity , position= Position } If no target or not a turret, unit, player, vehicle the return value would be nil. If targeting ground (shotgun/cannon) it would just be: {entity=nil, position= Position } Also, LuaEntity...
by Earendel
Tue Oct 18, 2016 9:31 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67699

Re: [0.13][0.14] Building Platform v1.0.2

Yeah you can edit the texture, I'm just trying to help out really so you can do what you want with it.

I hadn't really thought about a link, I guess my profile on the mod portal is best, thanks.

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