Hi
We have;
add_autopilot_destination
autopilot_destination
and more to the point; autopilot_destinations
But why is autopilot_destinations not Read|Write array ?
Seems like a logical change that would allow for ad-hoc changes to the waypoints already set.
Cheers
Search found 39 matches
- Fri May 23, 2025 2:15 am
- Forum: Modding interface requests
- Topic: Spidertron autopilot destination changes
- Replies: 0
- Views: 159
- Sun May 11, 2025 12:26 pm
- Forum: Modding interface requests
- Topic: read Lightning protection status
- Replies: 1
- Views: 151
Re: read Lighting protection status
Typo in the title.. I was very confused initially 

- Sun May 11, 2025 12:23 pm
- Forum: Modding interface requests
- Topic: Ability to disable roboport equipment
- Replies: 0
- Views: 87
Ability to disable roboport equipment
I am seeking the ability to disable roboport equipment - particularly of a spidertron. Reason being is that I want to have greater control over the robots, if the spidertron is in combat and it happens to not be moving, the robots deploy and are targeted by biters.
I have attempted to swap out the ...
I have attempted to swap out the ...
- Thu May 01, 2025 10:37 am
- Forum: Modding interface requests
- Topic: A way to stop Spidertron destination overshoot
- Replies: 10
- Views: 505
Re: Spidertron destination overshoot
Thanks for your well placed clarification DoubleThought - that is right
By no means am I requesting a rewrite of the existing functionality - I completely understand there is very little drive for you or Wube in general to do so, Rseding. When I made this thread, I attempted not to imprint any ...
By no means am I requesting a rewrite of the existing functionality - I completely understand there is very little drive for you or Wube in general to do so, Rseding. When I made this thread, I attempted not to imprint any ...
- Thu May 01, 2025 5:34 am
- Forum: Modding interface requests
- Topic: A way to stop Spidertron destination overshoot
- Replies: 10
- Views: 505
Re: Spidertron destination overshoot
HI Rseding91
My understanding based on Boskid's previous explanation in the post is that there are two hard coded modifiers for spidertron movement (force and dampening). Whilst overshooting the destination is not by design it is by consequence of the these factors.
For people such as myself and ...
My understanding based on Boskid's previous explanation in the post is that there are two hard coded modifiers for spidertron movement (force and dampening). Whilst overshooting the destination is not by design it is by consequence of the these factors.
For people such as myself and ...
- Mon Apr 28, 2025 1:07 pm
- Forum: Modding interface requests
- Topic: A way to stop Spidertron destination overshoot
- Replies: 10
- Views: 505
A way to stop Spidertron destination overshoot
Hi there
The below post is a lot more relevant these days with quality spiders and exoskeletons.. I have not had any cases recently with way point orbiting specifically but there is noticeably a target position overshoot issue even after just 2-3 legendary exoskeletons.
https://forums.factorio.com ...
The below post is a lot more relevant these days with quality spiders and exoskeletons.. I have not had any cases recently with way point orbiting specifically but there is noticeably a target position overshoot issue even after just 2-3 legendary exoskeletons.
https://forums.factorio.com ...
- Fri Apr 25, 2025 2:37 am
- Forum: Assigned
- Topic: [Strangepan] [2.0.45] max_gap_size pathfinder issue
- Replies: 0
- Views: 141
[Strangepan] [2.0.45] max_gap_size pathfinder issue
I believe there is an inconsistency when max_gap_size is used in the path finder, it does not seem to account for the bounding box on continuous paths leading to the spider getting stuck trying to path over the large buildings.
1) load into the save, observe the spider paths through the large ...
1) load into the save, observe the spider paths through the large ...
- Fri Apr 04, 2025 3:07 am
- Forum: Modding interface requests
- Topic: Add robot.speed [R]
- Replies: 3
- Views: 292
Re: Add robot.speed [R]
Hey mate
Robots do not have `status`. That would be a better alternative as it would be the game saying everything is okay(robots are doing something) rather than needing to try and determine it at lua stage.
I have deemed it necessary to watch an attribute of the robots over a few ticks if this ...
Robots do not have `status`. That would be a better alternative as it would be the game saying everything is okay(robots are doing something) rather than needing to try and determine it at lua stage.
I have deemed it necessary to watch an attribute of the robots over a few ticks if this ...
- Tue Apr 01, 2025 2:22 pm
- Forum: Modding interface requests
- Topic: Add robot.speed [R]
- Replies: 3
- Views: 292
Re: Add robot.speed [R]
Rethinking this... It suffers from the same issue due to the update frequency.
I am going to try watching orientation over a few checks and making a determination on that.
I am going to try watching orientation over a few checks and making a determination on that.
- Tue Apr 01, 2025 1:40 pm
- Forum: Modding interface requests
- Topic: Add robot.speed [R]
- Replies: 3
- Views: 292
Add robot.speed [R]
Hi
I would like the ability to read a robot's speed in order to determine if a robot is working or waiting / hovering for something such as;
- The inventory being full in a spidertron
- A player standing on a ghost entity it is trying to build
- Cases like where the robot is trying to build a ...
I would like the ability to read a robot's speed in order to determine if a robot is working or waiting / hovering for something such as;
- The inventory being full in a spidertron
- A player standing on a ghost entity it is trying to build
- Cases like where the robot is trying to build a ...
- Sun Mar 23, 2025 4:56 am
- Forum: Resolved for the next release
- Topic: [Lou][2.0.42] selection-tool does not visually select ghost-tiles
- Replies: 2
- Views: 405
[Lou][2.0.42] selection-tool does not visually select ghost-tiles
The selection tool for tile-ghosts in particular appears to be incorrect.
semi-related - the selection tool also does not pickup item-request-proxies
link to code:
https://github.com/ILLISIS/Constructron-Continued/blob/dev/data/selection_tool.lua
https://github.com/ILLISIS/Constructron-Continued ...
semi-related - the selection tool also does not pickup item-request-proxies
link to code:
https://github.com/ILLISIS/Constructron-Continued/blob/dev/data/selection_tool.lua
https://github.com/ILLISIS/Constructron-Continued ...
- Sat Mar 22, 2025 6:11 am
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation
- Replies: 0
- Views: 129
Event for item-request-proxy creation
Greetings
Requesting for the ability to listen for item-request-proxy creation. Currently the only way to find them is to either 1) have the item-request-proxy created at the time of the ghost and listen for on_built_entity or 2) using surface.find_entity_filtered .
My suggestion is to simply raise ...
Requesting for the ability to listen for item-request-proxy creation. Currently the only way to find them is to either 1) have the item-request-proxy created at the time of the ghost and listen for on_built_entity or 2) using surface.find_entity_filtered .
My suggestion is to simply raise ...
- Sun Jan 19, 2025 12:36 am
- Forum: Modding interface requests
- Topic: Elevated rails prerequisite entity construction
- Replies: 1
- Views: 359
- Sun Jan 19, 2025 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Force place over water does not trigger on_entity_built
- Replies: 2
- Views: 696
[Lou]Force place over water does not trigger on_entity_built
Force placing an entity over water does not trigger on_entity_built or script_raised_built for the landfill tile-ghost entities, for the original entity, the event does get triggered.
- Tue Nov 12, 2024 1:14 pm
- Forum: Gameplay Help
- Topic: [2.0.16] Platform not completing interupt
- Replies: 1
- Views: 454
[2.0.16] Platform not completing interupt
Save file attached.
"3 Gleba hauler" has been stuck at nauvis for over an hour with the "inactivity time" being satisfied and the "All requests satisfied" condition also being complete. I have individually checked each of the requests and cannot find any requests that meet the interrupt condition ...
"3 Gleba hauler" has been stuck at nauvis for over an hour with the "inactivity time" being satisfied and the "All requests satisfied" condition also being complete. I have individually checked each of the requests and cannot find any requests that meet the interrupt condition ...
- Thu Nov 07, 2024 12:43 pm
- Forum: Gameplay Help
- Topic: Space platform request loop
- Replies: 0
- Views: 278
Space platform request loop
save attached.
Daedalus space platform is at nauvis requesting 50 turbo splitters from nauvis and set to unload at nauvis
Nauvis pad is requesting 50 turbo splitters and has 48.
Turbo splitters are built on vulcanus and brought to nauvis via a different platform (nauvis hauler) which is set to ...
Daedalus space platform is at nauvis requesting 50 turbo splitters from nauvis and set to unload at nauvis
Nauvis pad is requesting 50 turbo splitters and has 48.
Turbo splitters are built on vulcanus and brought to nauvis via a different platform (nauvis hauler) which is set to ...
- Thu Nov 07, 2024 2:22 am
- Forum: Modding interface requests
- Topic: Elevated rails prerequisite entity construction
- Replies: 1
- Views: 359
Elevated rails prerequisite entity construction
11-07-2024, 13-07-19.png
Referring to the image attached, I am met with a situation where objects are within construction range are able to be supplied but not built by robots.
The API has the ability to determine that the item required to build a ghost entity is available in the logistic network ...
Referring to the image attached, I am met with a situation where objects are within construction range are able to be supplied but not built by robots.
The API has the ability to determine that the item required to build a ghost entity is available in the logistic network ...
- Sat Nov 02, 2024 11:18 am
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 8
- Views: 973
- Sun Oct 20, 2024 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.6] Crash manipulating roboport sections (AutoTrasher::execute())
- Replies: 1
- Views: 909
[2.0.6] Crash manipulating roboport sections (AutoTrasher::execute())
Lua code:
Code: Select all
local test = entity.get_logistic_point(0)
local section = test.add_section()
section.set_slot(1, {
value = {
name = "iron-plate",
quality = "normal",
},
min = 10,
max = 10
})
- Tue May 14, 2024 2:46 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 30
- Views: 11827