Search found 512 matches
- Tue Jan 03, 2017 7:42 pm
- Forum: Modding interface requests
- Topic: create_entity{fast_replace=true} used for ghosts
- Replies: 3
- Views: 1432
create_entity{fast_replace=true} used for ghosts
Example: roboport.surface.create_entity{name="entity-ghost", position=belts.position, inner_name=p.name, direction = belts.direction, force=roboport.force, fast_replace=true} Doing this under an existing entity already will summon a bot to try and fulfill the ghost, but the bot never place...
- Tue Jan 03, 2017 7:38 pm
- Forum: Modding interface requests
- Topic: surface.create_entity() returns spill stack
- Replies: 0
- Views: 599
surface.create_entity() returns spill stack
Example:
ent is the entity as usual, item is the spill stack created by the fast_replace flag.
Code: Select all
local ent, item = assembler[1].surface.create_entity{name=ghost.ghost_name, position=assembler[1].position, direction=assembler[1].direction, force=force, fast_replace=true}
- Tue Jan 03, 2017 5:15 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124977
Re: Mylon's Multiple Mods
Made a huge update to Global Warming. Performance is greatly improved.
- Sat Dec 31, 2016 11:56 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65475
Re: Friday Facts #169 - Combat revisit 2
I just want to restate that the combat bonuses (increased bullet damage, increased turret damage, etc) should come from increased manufacturing rather than a one time cost. Tier 2+3 gun turrets, tier 2+3 laser turrets, possibly even combat modules to increase range, increase fire rate, or increased ...
- Sat Dec 31, 2016 2:25 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124977
Re: Mylon's Multiple Mods
Got a publishable version of Belt Upgrader done. Since publishing I worked out a method to simulate fast-replace with bots, allowing putting down an entity without stopping the old one and preserving circuit connections so I need to rewrite a decent chunk of it to use this new method. Oh, and I figu...
- Fri Dec 30, 2016 6:25 am
- Forum: Already exists
- Topic: pickup_position and drop_position for ghost entities
- Replies: 2
- Views: 1653
pickup_position and drop_position for ghost entities
While trying to create a mod to search and auto-upgrade inserters, I ran into an error with ghosts causing errors. When I try to copy an inserter's pickup/dropoff locations onto a ghost, I get an error. Here is the specific code: roboport.surface.create_entity{name="entity-ghost", position...
- Thu Dec 29, 2016 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Construction bot mining speed
- Replies: 2
- Views: 871
Construction bot mining speed
Please add mining speed to construction bots.
This means they need to spend mining_time / mining_speed time to deconstruct or cut down trees. And maybe they need to spend the same amount of time placing an object.
Gotta keep those construction bots busy!
This means they need to spend mining_time / mining_speed time to deconstruct or cut down trees. And maybe they need to spend the same amount of time placing an object.
Gotta keep those construction bots busy!
- Mon Dec 26, 2016 11:57 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124977
Re: Mylon's Multiple Mods
@theit8514:
Such a strange bug! Thanks for catching that.
Such a strange bug! Thanks for catching that.
- Fri Dec 23, 2016 9:55 pm
- Forum: Not a bug
- Topic: Underground belt entity.direction incomplete
- Replies: 1
- Views: 616
Underground belt entity.direction incomplete
I tried to copy an underground belt via this code: roboport.surface.create_entity{name="entity-ghost", position=belts.position, inner_name="fast-transport-belt", direction = belts.direction, force=roboport.force} But the underground belt is facing the wrong direction! Here is an ...
- Wed Dec 21, 2016 12:39 am
- Forum: Bob's mods
- Topic: [0.12.x][0.12.4]Bob's Mining mod
- Replies: 46
- Views: 45603
Re: [0.12.x][0.12.4]Bob's Mining mod
Doh, you're right. It must have been another mod using pallet swapped drills. Or maybe I'm confused and it wasn't drills.
- Mon Dec 19, 2016 6:01 pm
- Forum: Bob's mods
- Topic: [0.12.x][0.12.4]Bob's Mining mod
- Replies: 46
- Views: 45603
Re: [0.12.x][0.12.4]Bob's Mining mod
Bob, do you mind if I use your icons/pictures for your higher tier mining drills in my upcoming Prospector mod? I figure I'd ask before I go fiddling for a couple hours trying to make pallet swaps look good.
- Mon Dec 19, 2016 3:54 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124977
Mylon's Many Mods
Here's a general thread for my collection of mods to make it easier to keep track of feedback as well as what I'm working on. Assembler Assay Assemblers break down and require servicing. Take them to a refurbisher either to restore them to working order (easy mode) or disassemble them so their parts...
- Sun Dec 18, 2016 5:51 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65475
Re: Friday Facts #169 - Combat revisit 2
Spawners also have infinite ammo of bitters/spliters that can spawn out of thin air. Infinite spawning isn't the worst thing in the world. The only way to keep biters an ever present threat is to have them come from SOMEWHERE. Spawns makes that possible. What I'm talking about is more related to ho...
- Tue Dec 13, 2016 2:27 pm
- Forum: Modding interface requests
- Topic: LuaControl::insert() optionally drops item on overflow
- Replies: 1
- Views: 777
LuaControl::insert() optionally drops item on overflow
Currently inserting objects is a bit of a complicated process involving checking available space. It would be nice if insert had an optional flag that would drop items on the ground in the case of an overflow. Currently if there is no space for an insert call then the items are lost and this needs t...
- Fri Dec 02, 2016 6:05 pm
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57984
Re: Friday Facts #167 - Reactors Operational
Can't wait for 0.15!
- Thu Dec 01, 2016 4:41 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 432686
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
You may want to look into my Global Warming mod for how I handle desertification. This way you can make deserts appear in places besides where biters die. And it would be relatively simple to reverse the process to turn desert into grass via the terraformer. Link: https://mods.factorio.com/mods/Mylo...
- Sun Nov 27, 2016 3:02 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Scrubber
- Replies: 5
- Views: 1852
Re: Suggestion: Scrubber
Two factors that make solar panels too easy: * More daytime than nighttime * No cloudy weather. Each would increase the need for both panels and accumulators. Also if biters were more aggressive to the point of holding the large amount of territory required for panels, they would also be less appeal...
- Sun Nov 27, 2016 12:39 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 64730
Re: Friday Facts #166 - Combat Revisit
Like with how frustratingly fast biters respawn. Oh wait, that's part of the problem of clearing biter infestations.aober93 wrote:According to nearly every response, the problem lies somewhere else.
- Sat Nov 26, 2016 5:15 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 64730
Re: Friday Facts #166 - Combat Revisit
The most annoying factor of combat is how stupidly strong biters are on defense. Clearing nests feels like a chore. Biters should be stronger on offense and weaker on defense to make designing a biter-proof base an interesting challenge without making claiming land to do it a chore. I too use Robot ...
- Mon Nov 21, 2016 3:12 pm
- Forum: Modding interface requests
- Topic: Allow construction-bots to fast-replace
- Replies: 3
- Views: 1423
Re: Allow construction-bots to fast-replace
I was able to take the code in my concreep mod and changing just a couple lines turn it into a belt replacer. At the moment I have to deconstruct then place a ghost which is very disruptive.
I'm not quite sure how Klonan's mod works, but it let me know to replace both sides of the underground belt!
I'm not quite sure how Klonan's mod works, but it let me know to replace both sides of the underground belt!