Search found 524 matches
- Tue Jan 10, 2017 3:37 pm
- Forum: Modding interface requests
- Topic: [.14.21] luaEntity.logistic_network Bug or Doc Expansion
- Replies: 9
- Views: 3017
Re: [.14.21] luaEntity.logistic_network Bug or Doc Expansion
I don't have a problem with the name, but a note in the documentation would be handy. The wiki is nice for being able to add annotations, but the base information is woefully out of date.
- Tue Jan 10, 2017 2:22 pm
- Forum: Angels Mods
- Topic: Smelting vs Petrochem Design decisions
- Replies: 6
- Views: 6059
Re: Smelting vs Petrochem Design decisions
While I can appreciate the complexity involved with adding alloys, I feel Bobs suffers from overreach and I would caution you to avoid succumbing to the same design. Vanilla Factorio is primarily about sequential processing. Copper cabling -> Green circuits -> Red Circuits -> Module 1 -> Module 2 ...
- Tue Jan 10, 2017 2:07 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1740608
Re: Bugs & FAQ
Angel's won't start when I try to launch solo. This is the error I get:
Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:
"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name ...
Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:
"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name ...
- Tue Jan 10, 2017 6:37 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1740608
Re: Bugs & FAQ
Angel's won't start when I try to launch solo. This is the error I get:
Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:
"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name ...
Error in assignID, resource-category with name 'angels-fissure' does not exist.
Here's the mods enabled:
"name": "angelstrigger-infiniteores-disablersomode",
"name": "angelsrefining",
"name": "angelsaddons-oresilos",
"name ...
- Mon Jan 09, 2017 2:46 pm
- Forum: Modding interface requests
- Topic: [.14.21] luaEntity.logistic_network Bug or Doc Expansion
- Replies: 9
- Views: 3017
Re: [.14.21] luaEntity.logistic_network Bug or Doc Expansion
How about making it clear that find_logistic_network_by_position() only counts the actual logistic area, and not the construction area. Since logistic networks and construction networks are so tightly bound together in game (only coming from roboports) I mistakenly thought I could use this function ...
- Sun Jan 08, 2017 1:33 am
- Forum: Implemented mod requests
- Topic: bool surface.is_chunk_visible(force)
- Replies: 0
- Views: 706
bool surface.is_chunk_visible(force)
To make a mod I'm working on, I need the ability to see if a chunk is visible. This would be super handy.
Alternatively, if I could access radar.prototype.max_distance_of_nearby_sectors_revealed and player.max_distance_of_nearby_sectors_revealed (or whatever it's called) I could figure it out ...
Alternatively, if I could access radar.prototype.max_distance_of_nearby_sectors_revealed and player.max_distance_of_nearby_sectors_revealed (or whatever it's called) I could figure it out ...
- Sat Jan 07, 2017 3:45 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 160036
Re: Mylon's Multiple Mods
I added that in. Good catch, Nexela!
- Fri Jan 06, 2017 4:11 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 160036
Re: Mylon's Multiple Mods
Prospector updated to 0.7.0. Fixed the bug where Mk 3 drills were returning Mk 2s when mined. Also simulated richness so this mod will emulate the richness setting of the map.
- Thu Jan 05, 2017 8:00 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 160036
Re: Mylon's Multiple Mods
I published a fix for Prospector and Bluebuild. Thanks for the reports.
- Thu Jan 05, 2017 6:44 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 160036
Re: Mylon's Multiple Mods
3. Depleted ore and ore veins have minability, but cannot be mined by hand or machine? Should they not just disappear from the map if they are depleted, like a normal patch of ore? Or can they somehow become undepleted later?
Deleted ore can turn into ore veins, depleted ore veins can turn into ...
- Wed Jan 04, 2017 8:11 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 160036
Re: Mylon's Multiple Mods
Published my Prospector mod. Would be nice if I had some people using ore mods do some testing.
- Tue Jan 03, 2017 9:16 pm
- Forum: Modding interface requests
- Topic: create_entity{fast_replace=true} used for ghosts
- Replies: 3
- Views: 1910
Re: create_entity{fast_replace=true} used for ghosts
I specifically want to emulate the fast_replace behavior when placing by hand, but allow bots to do it.
Currently I create the ghost, and then check the ghost regularly if a bot is standing on it with the item and then do a create_entity call with {name=ghost.ghost_name, fast_replace=true}, which ...
Currently I create the ghost, and then check the ghost regularly if a bot is standing on it with the item and then do a create_entity call with {name=ghost.ghost_name, fast_replace=true}, which ...
- Tue Jan 03, 2017 7:42 pm
- Forum: Modding interface requests
- Topic: create_entity{fast_replace=true} used for ghosts
- Replies: 3
- Views: 1910
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 places it ...
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 places it ...
- Tue Jan 03, 2017 7:38 pm
- Forum: Modding interface requests
- Topic: surface.create_entity() returns spill stack
- Replies: 0
- Views: 773
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: 306
- Views: 160036
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: 81782
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: 306
- Views: 160036
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 ...
- Fri Dec 30, 2016 6:25 am
- Forum: Already exists
- Topic: pickup_position and drop_position for ghost entities
- Replies: 2
- Views: 1971
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 ...
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: 1091
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: 306
- Views: 160036
Re: Mylon's Multiple Mods
@theit8514:
Such a strange bug! Thanks for catching that.
Such a strange bug! Thanks for catching that.