Search found 512 matches

by Mylon
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...
by Mylon
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:

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}
ent is the entity as usual, item is the spill stack created by the fast_replace flag.
by Mylon
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.
by Mylon
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 ...
by Mylon
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...
by Mylon
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...
by Mylon
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!
by Mylon
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.
by Mylon
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 ...
by Mylon
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.
by Mylon
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.
by Mylon
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...
by Mylon
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...
by Mylon
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...
by Mylon
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!
by Mylon
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...
by Mylon
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...
by Mylon
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

aober93 wrote:According to nearly every response, the problem lies somewhere else.
Like with how frustratingly fast biters respawn. Oh wait, that's part of the problem of clearing biter infestations.
by Mylon
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 ...
by Mylon
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!

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