Search found 244 matches: teleport
Searched query: teleport
- Tue Jul 30, 2019 7:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by entity.teleport(0,0)
- Replies: 4
- Views: 8151
[Dominik][0.17.60] Fluid mixing by entity.teleport(0,0)
Another one: Two different fluid sources connected with underground pipes that is cut in between by another underground pipe teleport-mixing-1.png Remove cutter underground pipe teleport-mixing-2.png Hover mouse over left (any) underground pipe /c game.player.selected.teleport(0,0) teleport-mixing-3.png ...
- Tue Jul 30, 2019 8:10 am
- Forum: Modding interface requests
- Topic: Additional events around connect_to_server
- Replies: 0
- Views: 628
Additional events around connect_to_server
... In a future version people will be able to ride trains to other servers. For that a request to change servers will be issued after the train gets teleported away. If the user declines the server change he will get spawned next to where the train was removed. If the user accepts the server change ...
- Tue Jul 30, 2019 1:40 am
- Forum: Not a bug
- Topic: [0.17.59] clone_entities() and clone() can clone rails off the rail grid
- Replies: 1
- Views: 790
[0.17.59] clone_entities() and clone() can clone rails off the rail grid
... If you run such a command hovering on a rail piece, the rail will be cloned to the midpoint of two rail grids. You cannot use create_entity() or teleport() in the same way. Editor's clone doesn't have the same issue.
- Tue Jul 16, 2019 9:43 pm
- Forum: Won't implement
- Topic: Interface for reliable rail bridges with low UPS impact
- Replies: 9
- Views: 3730
Interface for reliable rail bridges with low UPS impact
Currently, rail bridge/tunnel mods need to do all sorts of ugly hacks to teleport trains and get araound pathfinding and/or train collision behaviour. Would be nice to have some API wich would allow implementing reliable Rail bridges/tunnels with low UPS impact. ...
- Tue Jul 02, 2019 6:41 am
- Forum: Not a bug
- Topic: [0.17.47] Scripted fast_replace of minable=false machine results in weird half-finished state
- Replies: 2
- Views: 477
[0.17.47] Scripted fast_replace of minable=false machine results in weird half-finished state
... = true, spill = false, create_build_effect_smoke = true, } game.print('one:'..tostring(one.valid)) game.print('two:'..tostring(two.valid)) You can teleport the original machine to the side to see it better: /c one.teleport(-3,0) Fun Fact: The two same-position machines do not suffer from the "flickering" ...
- Sun Jun 30, 2019 6:40 pm
- Forum: General discussion
- Topic: A few questions on creating scenarios.
- Replies: 0
- Views: 762
A few questions on creating scenarios.
... more in-depth things on the map editor, but a couple things I could not find the answers for: -What are the entity tags? How do I use them? -Can I teleport players to different layers, like jailing people to a hell surface? -Can I use surfaces to move power between layers? Can I power things like ...
- Fri Jun 21, 2019 3:39 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.50] *this->reservedFor == train was not true
- Replies: 5
- Views: 2894
[kovarex] [0.17.50] *this->reservedFor == train was not true
... const&) at /tmp/factorio-build-qhU3be/src/Entity/RailSignalBase.cpp:705 #20 0x00000000006f4ccc in Entity::teleport(MapPosition) at /tmp/factorio-build-qhU3be/src/Entity/Entity.cpp:818 #21 0x0000000000df6dc2 in ControlAdapter::teleport(MapPosition const&, ...
- Thu Jun 06, 2019 9:47 pm
- Forum: Won't implement
- Topic: Could the devs implement this "hook"?
- Replies: 1
- Views: 1029
Could the devs implement this "hook"?
... correct words... but i try to explain. I want a way to let inserters swing back if they have something in hand (or if that is not possible, teleport, put into internal inventory or just destroy - what ever is possibel idk) But at the current state of the game this doenst seem possible. Is ...
- Thu Jun 06, 2019 2:59 am
- Forum: Won't implement
- Topic: LuaEntity::teleport(position, surface, allow_fluid_mixing)
- Replies: 1
- Views: 776
LuaEntity::teleport(position, surface, allow_fluid_mixing)
Skips any fluid mixing checks when teleporting something. (also would apply to can_teleport if that gets added)
- Thu Jun 06, 2019 2:55 am
- Forum: Modding interface requests
- Topic: LuaEntity::can_teleport(pos, surface)
- Replies: 5
- Views: 1870
LuaEntity::can_teleport(pos, surface)
LuaEntity::can_teleport(position, surface)
Checks if the entity can be teleported to the pos/surface without actually moving the entity.
Checks if the entity can be teleported to the pos/surface without actually moving the entity.
- Tue Jun 04, 2019 3:40 pm
- Forum: Modding help
- Topic: How to Create Option Buttons
- Replies: 2
- Views: 799
How to Create Option Buttons
... mod and though that would look nice if you had option panels/buttons appear on screen like his mod where you choose the destination you want to teleport to. The game should pause, you have a choice of let's say 3 options. (Goals or Rewards) I've never coded anything like this before, so need ...
- Sat May 18, 2019 1:11 am
- Forum: Implemented mod requests
- Topic: Add any player riding a rocket to the on_rocket_launch_ordered and on_rocket_launched events
- Replies: 1
- Views: 949
Add any player riding a rocket to the on_rocket_launch_ordered and on_rocket_launched events
... and isn't helpful in my use case. The intended use is to script events for when the player is leaving and has left the planet via a rocket, i.e. teleport them to another surface.
- Thu Apr 18, 2019 11:25 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27612
Version 0.17.32
... Fixed it wasn't possible to bind mouse buttons 6 to 9. (https://forums.factorio.com/69588) It is no more possible to teleport an entity into fluid mixing. (https://forums.factorio.com/69316) Fixed a crash when defining a programmable speaker with no instruments. (https://forums.factorio.com/69632) ...
- Wed Apr 10, 2019 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
[Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
Using https://mods.factorio.com/mod/PickerDollies (entity.teleport followed by update calls mostly) to move a particular underground pipe and disconnect from the machine it's attached to is crashing this save and then I think during the symbolized stack ...
- Wed Apr 03, 2019 11:15 pm
- Forum: Modding interface requests
- Topic: LuaEntity::revive() loses information about complex item-on-ground
- Replies: 0
- Views: 384
LuaEntity::revive() loses information about complex item-on-ground
... would then dispose of the temporary inventory and any remaining contents. Alternate or Supplementary Proposal: A new option for LuaEntity::revive: teleport_colliding_items: boolean. If set to true (would be nice as the default in most use cases, I think?), instead of returning items to the caller, ...
- Tue Mar 26, 2019 8:46 am
- Forum: Not a bug
- Topic: [0.17.18]API: teleport exception
- Replies: 3
- Views: 752
[0.17.18]API: teleport exception
API: teleport
When the player is telepport in a entity position, the locked position cannot move.
Log file no error record
When the player is telepport in a entity position, the locked position cannot move.
Log file no error record
- Sat Mar 16, 2019 12:48 am
- Forum: Ideas and Requests For Mods
- Topic: Zoom-in to teleport for god controller?
- Replies: 1
- Views: 657
Zoom-in to teleport for god controller?
... because your 'body' is on the other side of the map. Given that you don't actually have a body as such, I think it wouldn't be unreasonable to teleport where the game thinks the player is to wherever you're currently zoomed into on the map when you're using the god controller (and not in a ...
- Sat Mar 16, 2019 12:36 am
- Forum: Pending
- Topic: [0.17.13] Map panning very fast / quirky
- Replies: 2
- Views: 690
[0.17.13] Map panning very fast / quirky
1. Show the map ('M').
2. Pan it with the WASD keys and SIMULTANEOUSLY scroll the mouse to zoom the map in/out.
3. At certain close map zoom levels the panning will become extremely fast / quirky / the view will teleport around with a single touch of the WASD keys.
2. Pan it with the WASD keys and SIMULTANEOUSLY scroll the mouse to zoom the map in/out.
3. At certain close map zoom levels the panning will become extremely fast / quirky / the view will teleport around with a single touch of the WASD keys.
- Mon Feb 25, 2019 12:36 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 6155
[0.17] Bulk Teleporters
https://mods.factorio.com/mod/bulkteleport Use spare gigajoules to teleport shipments of items! Teleportation is not a new idea in a mod, and this is just another approach on an alternative to trains for long distance freight. It's intended ...
- Wed Jan 30, 2019 9:05 pm
- Forum: Modding help
- Topic: Select minimap of other surface
- Replies: 4
- Views: 1210
Select minimap of other surface
Hello, I'm trying to generate another surface to create another world with different resources. The creation itself is no problem and I can teleport myself there already with a start of a rocket. What I would like to do is to be able to use the minimap of every surface. So that I can still use ...