Perhaps an optional player field in on_equipment_inserted, if nil, it wasn't a player?
Do note that an inserter can... insert equipment into a grid under the correct conditions.
Search found 248 matches
- Mon Nov 15, 2021 11:09 am
- Forum: Modding interface requests
- Topic: on_player_placed_equipment by mod/player
- Replies: 7
- Views: 3675
- Sun Sep 13, 2020 2:36 pm
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 21740
Re: Six legs good, Eight legs bad!
I like spiders; they tend to eat all the other creepy-crawlies.
In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.
Perhaps a zip file of empty png files to overwrite the base graphics?
In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.
Perhaps a zip file of empty png files to overwrite the base graphics?
- Sun Sep 13, 2020 2:26 pm
- Forum: Modding discussion
- Topic: Guidelines for matching the game's art style?
- Replies: 5
- Views: 5988
Re: Guidelines for matching the game's art style?
One of the FFFs suggested that the graphics are first rendered, and then possibly distressed, and then for icons, the individual mipmaps tweaked to look good.
The impression I get is that Factorio buildings tend to be weathered, while Angel's, and even more so Pyanodan's, are shiny and new, as if ...
The impression I get is that Factorio buildings tend to be weathered, while Angel's, and even more so Pyanodan's, are shiny and new, as if ...
- Sun Sep 13, 2020 2:08 pm
- Forum: Texture Packs
- Topic: [Request] The Deep - Graphics to travel between layers
- Replies: 4
- Views: 5211
Re: [Request] The Deep - Graphics to travel between layers
You might be able to use the graphics from https://mods.factorio.com/mod/Surfaces or perhaps https://mods.factorio.com/mod/subterra ?
- Sun Sep 13, 2020 9:17 am
- Forum: Won't implement
- Topic: A new prototype type to describe compound entities?
- Replies: 4
- Views: 2502
Re: A new prototype type to describe compound entities?
I think you would basically need the equivalent of, or perhaps precisely, a blueprint string to make that work, including the ability to specify sub-tile locations, circuit connections, etc.
- Sun Sep 13, 2020 9:11 am
- Forum: Won't implement
- Topic: A new prototype type to declare magic entities?
- Replies: 3
- Views: 2385
Re: A new prototype type to declare magic entities?
Ah, but what if you want to make something magic in two ways; if you have just one tag, only one value can be associated; you could also do a set of tags, so this thing is interesting to mod 1 and mod 2.
- Sun Sep 13, 2020 1:34 am
- Forum: Ideas and Requests For Mods
- Topic: mod idea: big bag / pallets mod
- Replies: 3
- Views: 2328
- Sat Sep 12, 2020 4:03 am
- Forum: Won't implement
- Topic: A new prototype type to declare magic entities?
- Replies: 3
- Views: 2385
A new prototype type to declare magic entities?
It would be useful to be able to declare that a given entity is magic (has additional behaviour that is supplied by a control script), so that if a mod creates a derived entity, it too can be flagged as being magical, without requiring explicit support in both mods.
something like:
data:extend ...
something like:
data:extend ...
- Sat Sep 12, 2020 3:50 am
- Forum: Won't implement
- Topic: A new prototype type to describe compound entities?
- Replies: 4
- Views: 2502
A new prototype type to describe compound entities?
It could be useful to have a new prototype that can encode the components of a compound entity (one where a proxy object is built, and immediately replaced with a set of other entities).
As an example use-case, it is not possible to create a Battery powered Cargo Ship without explicit support from ...
As an example use-case, it is not possible to create a Battery powered Cargo Ship without explicit support from ...
- Tue Aug 25, 2020 4:44 pm
- Forum: Mods
- Topic: [MOD 0.18] RITEG
- Replies: 34
- Views: 20696
Re: [MOD 0.18] RITEG
https://mods.factorio.com/mod/RITEG/dis ... a405f0bf3a
Crash on changing map-wide settings, possibly due to RITEGs being cloned by warptorio2?
Crash on changing map-wide settings, possibly due to RITEGs being cloned by warptorio2?
- Fri Aug 21, 2020 11:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Spidertron Dock
- Replies: 2
- Views: 2270
Re: Spidertron Dock
Have a look at aai, spidertron logistics, or logiquipment?
None of them are exactly what you're after, but they do work in the same general area.
None of them are exactly what you're after, but they do work in the same general area.
- Thu Aug 20, 2020 12:50 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Fuel
- Replies: 19
- Views: 22143
Re: [0.15, 0.16] Nuclear Fuel
For the benefit of combatability, I (attempted to) calculate the approximate fuel value of the various nuclear materials, and here are my results:
Edit: Presuming that I haven't made a mistake somewhere, I think I'm going to pretend that Classic mode doesn't exist.
TLDR, the results:
Classic ...
Edit: Presuming that I haven't made a mistake somewhere, I think I'm going to pretend that Classic mode doesn't exist.
TLDR, the results:
Classic ...
- Sun Aug 02, 2020 8:38 am
- Forum: Ideas and Requests For Mods
- Topic: Playing on the net of a cube.
- Replies: 6
- Views: 3515
Re: Playing on the net of a cube.
The main reason why is someone (not particularly seriously) suggested playing on the surface of a 4D object, which I don't think it would be feasible to represent with a 2D map, so I tried to think of what could be feasibly implemented, and I think you could implement a cube.
You can only implement ...
You can only implement ...
- Tue Jul 21, 2020 12:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Rail SIGNAL Bridge mod?
- Replies: 4
- Views: 2944
Re: Rail SIGNAL Bridge mod?
I imagine what you'd need is something of a cross between a rail signal (so you can place them next to rail), a power pole (graphically) and an underground belt, for the behavior and cost.
I'm guessing the signalling would ideally be configurable, but it would probably work acceptably well to only ...
I'm guessing the signalling would ideally be configurable, but it would probably work acceptably well to only ...
- Mon Jul 20, 2020 3:07 am
- Forum: Ideas and Requests For Mods
- Topic: Playing on the net of a cube.
- Replies: 6
- Views: 3515
Playing on the net of a cube.
It might be feasible to implement playing on the surface of a cube, by unrolling the surface into its net.
At any point in time, the map would look something like the following, where the player's position is a the centre of the cross (the 2 surfaces).
3
1265
4
If the player were to walk off ...
At any point in time, the map would look something like the following, where the player's position is a the centre of the cross (the 2 surfaces).
3
1265
4
If the player were to walk off ...
- Sat Jul 18, 2020 5:46 am
- Forum: Ideas and Requests For Mods
- Topic: A 'rocket'-order service?
- Replies: 1
- Views: 1278
A 'rocket'-order service?
A mail rocket-order service.
Package up a request and payment into an item, stick the item into a rocket, send the rocket off, this produces an item that represents the order is being processed.
You build a landing pad, an assembler that runs for free, and (ideally) animates a powered rocket ...
Package up a request and payment into an item, stick the item into a rocket, send the rocket off, this produces an item that represents the order is being processed.
You build a landing pad, an assembler that runs for free, and (ideally) animates a powered rocket ...
- Sat Jul 18, 2020 3:15 am
- Forum: Ideas and Requests For Mods
- Topic: Tree / Na-palm grenades.
- Replies: 2
- Views: 1499
Tree / Na-palm grenades.
The reasonable option
A capsule (grenade) that spawns trees.The silly option
A capsule (grenade) that spawns 'Na-palm' trees.The 'Na-palm' trees are palm trees that concentrate elemental sodium until they explode.
- Sat Jul 18, 2020 12:46 am
- Forum: Won't implement
- Topic: Allow "OR" prerequisites in technology prototype
- Replies: 2
- Views: 2088
Re: Allow "OR" prerequisites in technology prototype
It's easy enough to do a workaround , but I agree, it would be nice to be able to specify 'or' in addition to 'and' for a technology's prerequisites.
I think that the or condition would be better represented as a distinct node, though, so the player can reason about it visually as they can ...
I think that the or condition would be better represented as a distinct node, though, so the player can reason about it visually as they can ...
- Tue Jul 14, 2020 11:03 am
- Forum: Implemented mod requests
- Topic: Ability to specify icon for 'nothing' technology effect?
- Replies: 7
- Views: 3626
Ability to specify icon for 'nothing' technology effect?
It would be nifty if it was possible to supply an icon for the 'nothing' technology effect, be that an `icons` parameter, a reference to some thing that has an icon, or perhaps something completely different.
As an example use-case, specifying that used-up uranium fuel cells become available upon ...
As an example use-case, specifying that used-up uranium fuel cells become available upon ...
- Tue Jul 14, 2020 10:03 am
- Forum: Won't implement
- Topic: LuaTechnology.effects[1].type="LOCK-recipe"
- Replies: 3
- Views: 2743
Re: LuaTechnology.effects[1].type="LOCK-recipe"
an upgrade-recipe effect? unlock recipe-2 if/when recipe-1 is researched, and replace recipe-1 with recipe-2 where recipe-1 is being crafted?