Search found 582 matches
- Mon Jul 24, 2017 10:59 pm
- Forum: Modding help
- Topic: Pipes only connecting to my entity if the pipe is placed 1st
- Replies: 2
- Views: 902
Pipes only connecting to my entity if the pipe is placed 1st
I am making a gas-powered boiler, which works with a compound entity (a special boiler type, and a hidden gas-input assembler underneath). It all works, except for the fact that the hidden assembler only connects to pipes if the pipe is placed first. I have no idea why this is. The assembler's recip...
- Sat Jul 22, 2017 5:53 pm
- Forum: Modding help
- Topic: Blueprint entity positioning
- Replies: 8
- Views: 3710
Re: Blueprint entity positioning
So as in before I did any transforms/alterations, I took all the entities in the blueprint and adjusted them as described. Again, what do you mean exactly ? I "adjusted them as described" and it did not work. Then i added,removed,etc entities using those positions. Then did the reverse tr...
- Sat Jul 22, 2017 3:32 am
- Forum: Modding help
- Topic: Blueprint entity positioning
- Replies: 8
- Views: 3710
Re: Blueprint entity positioning
I coded my logic to use "real coordinates" (as they would end up in the world if you placed the blueprint at 0,0), and applied the shift only on import/export. Can you elaborate? I cannot find any hooks for placing (ie exporting) blueprints and I followed the above post by Rseding exactly...
- Fri Jul 21, 2017 8:23 pm
- Forum: Modding help
- Topic: Blueprint entity positioning
- Replies: 8
- Views: 3710
Re: Blueprint entity positioning
Two updates: One, the broken offset seems to apply to all 2x2 entities, not just turrets (it also affects the logistics expander next to the coal belt). Two, decimal "correction offsets" yield interesting results: 0.5 makes the "default" orientation work in both preview and place...
- Fri Jul 21, 2017 7:35 pm
- Forum: Modding help
- Topic: Blueprint entity positioning
- Replies: 8
- Views: 3710
Re: Blueprint entity positioning
I realize this thread is a couple months inactive, but I find it relevant once again: I am facing an issue due to item-in-blueprint placement, in my case involving walls and turrets (though I suspect other entities would end up being the same). Basically, if I inject the items into the blueprint dir...
- Fri Jul 21, 2017 6:53 pm
- Forum: Already exists
- Topic: Way to specify an entity's "blueprint counterpart"
- Replies: 4
- Views: 1769
Way to specify an entity's "blueprint counterpart"
As per this
viewtopic.php?f=25&t=51097
Basically a way to tell the game "this entity is actually placed by item X, and so should blueprint as it, not be ignored entirely".
viewtopic.php?f=25&t=51097
Basically a way to tell the game "this entity is actually placed by item X, and so should blueprint as it, not be ignored entirely".
- Fri Jul 21, 2017 6:44 pm
- Forum: Modding help
- Topic: Blueprints are ignoring my entities
- Replies: 7
- Views: 2033
Re: Blueprints are ignoring my entities
And more people are reporting the issue. Is there any way at all to fix it? Also, even the stupid solution is a bad one: If every turret drops the "boosted" version, would again break every time you did the research (as you would have blueprints for turrets L-1 but now have turrets of leve...
- Fri Jul 21, 2017 6:08 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 10956
Re: [MOD 0.15] Bluebuild rewritten
The mod does not appear to be doing anything; I decon-planned some trees with no effect, even when standing still. Am I doing something wrong? You need to enable building with shift-K, and destroying with shift-L. It seems annoying now but it's important when you have roboports. This should be ment...
- Fri Jul 21, 2017 2:34 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 10956
Re: [MOD 0.15] Bluebuild rewritten
The mod does not appear to be doing anything; I decon-planned some trees with no effect, even when standing still. Am I doing something wrong?
- Thu Jul 20, 2017 10:11 pm
- Forum: Modding help
- Topic: Blueprints are ignoring my entities
- Replies: 7
- Views: 2033
Re: Blueprints are ignoring my entities
game.player, the default SSP force. The same as me, the walls, and literally everything else in the base except for the trees and that one biter running around.darkfrei wrote:Which force it was?
- Thu Jul 20, 2017 7:57 pm
- Forum: Modding help
- Topic: Blueprints are ignoring my entities
- Replies: 7
- Views: 2033
Re: Blueprints are ignoring my entities
I just tested by making the turrets all have placers that are dropped by them, and it does resolve the issue, meaning my guess in the first post was correct.
Now what can I do to fix this in an appropriate manner (making 10 visible and non-stacking clones of every turret type is not acceptable)?
Now what can I do to fix this in an appropriate manner (making 10 visible and non-stacking clones of every turret type is not acceptable)?
- Thu Jul 20, 2017 7:07 pm
- Forum: Modding help
- Topic: Blueprints are ignoring my entities
- Replies: 7
- Views: 2033
Re: Blueprints are ignoring my entities
I wrote those turrets. They use neither.TheSAguy wrote:The Turrets you're trying to select probably use ghost/fake entities when placing it.
Those can't be added to blue-prints, since the item you see is not the item in your inventory.
- Thu Jul 20, 2017 6:39 pm
- Forum: Modding help
- Topic: Blueprints are ignoring my entities
- Replies: 7
- Views: 2033
Re: Blueprints are ignoring my entities
Also, I have tried using the on_player_setup_blueprint event to try and inject the turrets manually, and that fails as well, namely because the player's "cursor_stack" during this event is always not "valid_for_read", and thus cannot be read or edited.
- Thu Jul 20, 2017 6:04 pm
- Forum: Modding help
- Topic: Blueprints are ignoring my entities
- Replies: 7
- Views: 2033
Blueprints are ignoring my entities
Yet another issue tied to the turret range research. If you try to use a blueprint to "scan" an area with the range-boosted turrets inside it, they are completely ignored, to the degree that they are not even highlighted with a green bounding box like other entities. My only guess as to a ...
- Wed Jul 19, 2017 11:05 pm
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2662
Re: "Chunk updates pollution" event
I made a couple realizations that complicate the above:
Getting the pre-existing chunks into that cache would still require iteration, though, if only once.
And splitting based on pollution - while useful - needs some way of being kept up-to-date, whose only means is again chunk iteration.
Getting the pre-existing chunks into that cache would still require iteration, though, if only once.
And splitting based on pollution - while useful - needs some way of being kept up-to-date, whose only means is again chunk iteration.
- Wed Jul 19, 2017 11:00 pm
- Forum: Mod portal Discussion
- Topic: "Failed to read info.json" on uploaded, yet functional mod
- Replies: 22
- Views: 7910
Re: "Failed to read info.json" on uploaded, yet functional mod
It's explicitly written in the specification defining the ZIP format that you must always use a literal "'/" for path separators. File.separator is only appropriate when dealing with the current OS's filesystem APIs. Tell that to the 50+ people (read: basically any time I have ever seen i...
- Wed Jul 19, 2017 10:56 pm
- Forum: Implemented mod requests
- Topic: Hook to play sound
- Replies: 1
- Views: 981
Hook to play sound
Ideally with control over surface, force, position, et cetera. Not using fake entities, not using other hacks. Just game.play_sound(surfaces={...}, forces={...}, position={}) or similar.
- Wed Jul 19, 2017 5:45 pm
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2662
Re: "Chunk updates pollution" event
Yes, the chunk iterator sucks for this kind of thing, you're much better off rolling your own by hooking into the "on_chunk_generation" code and putting each chunk into a table in a set of "iterator tables". This gives you control about how you divide them up. For example you co...
- Wed Jul 19, 2017 5:44 pm
- Forum: Mod portal Discussion
- Topic: "Failed to read info.json" on uploaded, yet functional mod
- Replies: 22
- Views: 7910
Re: "Failed to read info.json" on uploaded, yet functional mod
I see, it is actually not read by zipfile, but with a different method. The problem is path separators, the ZIP standard requires the use of forward slashes, you are using backshlashes. I call "File.separator", not explicitly calling any one slash type, but I suspect you mean that when ru...
- Wed Jul 19, 2017 4:41 am
- Forum: Development tools
- Topic: Automated mod packager "FCompile"
- Replies: 0
- Views: 2626
Automated mod packager "FCompile"
I made a Factorio mod packager I call "FCompile", which automates what often ends up being a painful process to do manually if your 'workspace' is anything like mine. FCompile will look into your mod directory - or wherever the 'source' of your mods are - and look for mods whose info.json ...