Search found 24 matches
- Sat Dec 13, 2025 5:58 am
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 318
Re: surface.create_entity throwing strange errors when fast replacing a Tank
Yup, all sorted now, tyvm.
- Sat Dec 13, 2025 1:50 am
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 318
Re: surface.create_entity throwing strange errors when fast replacing a Tank
Ah, I see. I hadn't actually been looking at LuaEntity at all, guess I was kinda approaching this in a lazy way. Thank you for the answer.
- Fri Dec 12, 2025 12:19 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 318
surface.create_entity throwing strange errors when fast replacing a Tank
currently trying to get the following code to work:
if entity.type == 'car' then
entity.surface.create_entity{
name = buffed_name,
position = entity.position,
quality = entity.quality,
force = entity.force_index,
snap_to_grid = false,
fast_replace = true,
spill = false,
raise_built = true ...
if entity.type == 'car' then
entity.surface.create_entity{
name = buffed_name,
position = entity.position,
quality = entity.quality,
force = entity.force_index,
snap_to_grid = false,
fast_replace = true,
spill = false,
raise_built = true ...
- Fri Dec 12, 2025 10:13 am
- Forum: Modding interface requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 5
- Views: 1032
Re: Quality support for radius_visualisation_specification
Does this problem still apply if, rather than selecting from the recipes menu or by pressing q over the entity, you instead use a copy selector on it?
I have some experience with working on a mod that does similar things to what you are describing, ie: changing the effects quality has on an entity ...
I have some experience with working on a mod that does similar things to what you are describing, ie: changing the effects quality has on an entity ...
- Thu Dec 19, 2024 6:19 am
- Forum: Modding help
- Topic: How to change what quality actually Does?
- Replies: 4
- Views: 1113
Re: How to change what quality actually Does?
ah yeah that's probably a workable idea @BraveCat ty ty. this would probably only be for myself anyway, so UI being wrong/inaccurate would be ok.
I do hope quality effects are made visible/moddable in the future tho, cos yeah this solution would not be reflected in the quality stats visible in ...
I do hope quality effects are made visible/moddable in the future tho, cos yeah this solution would not be reflected in the quality stats visible in ...
- Wed Dec 18, 2024 10:36 am
- Forum: Modding help
- Topic: How to change what quality actually Does?
- Replies: 4
- Views: 1113
How to change what quality actually Does?
I'm looking to make a mod that changes the effects of quality on certain entities. For example, I would like to change Big Electric Pole so it gets no area increase with quality, and instead drastically more wire reach instead. But, I have no idea how to see, or change, what the stats of an entity ...
- Sat Nov 30, 2024 11:38 pm
- Forum: Not a bug
- Topic: [2.0.20] Platform Drops a full load at every planet when 'any' quality
- Replies: 9
- Views: 3095
Re: [2.0.20] Platform Drops a full load at every planet when 'any' quality
Incorrect. Assigning a drop order to a specific planet works fine. I said so, multiple times. Have you tried it?
As previously stated, this drop order specifically, doesn't drop the rest of the items, onto any planet. It only drops that first buggy 10stack load, onto any planet. The rest, does not ...
As previously stated, this drop order specifically, doesn't drop the rest of the items, onto any planet. It only drops that first buggy 10stack load, onto any planet. The rest, does not ...
- Sat Nov 30, 2024 10:54 am
- Forum: Not a bug
- Topic: [2.0.20] Platform Drops a full load at every planet when 'any' quality
- Replies: 9
- Views: 3095
Re: [2.0.20] Platform Drops a full load at every planet when 'any' quality
You can do it. When the platform is actually at Nauvis it drops all the science perfectly fine. That part works perfectly fine.
If you wanna test, that same save can be used to send the platform directly to Nauvis, where it will drop all the orange science currently on board. The Landing pad is ...
If you wanna test, that same save can be used to send the platform directly to Nauvis, where it will drop all the orange science currently on board. The Landing pad is ...
- Sat Nov 30, 2024 10:04 am
- Forum: Not a bug
- Topic: [2.0.20] Platform Drops a full load at every planet when 'any' quality
- Replies: 9
- Views: 3095
[2.0.20] Platform Drops a full load at every planet when 'any' quality
What did you do?
My cargo platforms have a sciences 'flush' order. This is all sciences I am getting from other planets (Metallurgical, Electromagnetic), set to 0 minimum and maximum, Nauvis, and 'any' as the quality.
flush order.PNG
flush settings.PNG
The other orders handle all quality ...
My cargo platforms have a sciences 'flush' order. This is all sciences I am getting from other planets (Metallurgical, Electromagnetic), set to 0 minimum and maximum, Nauvis, and 'any' as the quality.
flush order.PNG
flush settings.PNG
The other orders handle all quality ...
- Fri Oct 18, 2024 7:59 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 57720
Re: Friday Facts #433 - Liftoff Initiated
Good trailer, but, I kinda also prefer the style of the 2020 trailer someone linked. There were no words needed then, or now. Do you guys perhaps have a version of this trailer without the narration that you could release as well maybe? Then everyone can be happy.
Also the Mech Suit in the trailer ...
Also the Mech Suit in the trailer ...
- Fri Oct 18, 2024 6:01 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 55407
Re: Friday Facts #403 - Train stops 2.0
Can we also just get an option to set what the default is, for train limit on a newly placed station, and the default enabled state (enabled/disabled)? I've wanted it to be default enabled, and set to 1, for forever. Every single station I've had to make since the train limit setting was introduced ...
- Mon Nov 22, 2021 4:13 am
- Forum: Ideas and Suggestions
- Topic: Spidertron roboport control
- Replies: 9
- Views: 6179
Re: Spidertron roboport control
It can and it has been. Check out the newest version. I had this on my todo list already and finally got around to implement it.
To be clear, it hasn't. You implemented a setting to conveniently turn Spidertron Roboports off while moving . (I think. I don't actually use that mod, but that's ...
- Fri Oct 04, 2019 2:32 pm
- Forum: Modding help
- Topic: Using prototype:Order to sort Blueprints in Inventory
- Replies: 8
- Views: 3397
Re: Using prototype:Order to sort Blueprints in Inventory
That is what I ended up doing, yes. Yeah, I dunno how or when I'll edit that stuff in, now I get to learn how to edit a wiki as well I guess :p, but if I get my own stuff working it may or may not be soon.
Edit: Oh, yep, worked like a charm, first time :) ty guys for all the help. And gals if ...
Edit: Oh, yep, worked like a charm, first time :) ty guys for all the help. And gals if ...
- Fri Oct 04, 2019 2:09 pm
- Forum: Modding help
- Topic: Using prototype:Order to sort Blueprints in Inventory
- Replies: 8
- Views: 3397
Re: Using prototype:Order to sort Blueprints in Inventory
items are first sorted by group (which are sorted by their order), then subgroup (which are sorted by their order), then order.
Can anyone edit the wiki? Cos that kind of information would be great on the wiki page for order, that sort of specificity about the whole process is completely ...
- Fri Oct 04, 2019 2:06 pm
- Forum: Modding help
- Topic: Using prototype:Order to sort Blueprints in Inventory
- Replies: 8
- Views: 3397
Re: Using prototype:Order to sort Blueprints in Inventory
Well, regarding them having the same string, as I said, no string I tried was doing anything yet. As in, they were not changing order relative to the rest of the inventory either. Once I got something working, then maybe I would have bothered sorting blueprints before reds. Maybe, but that was never ...
- Fri Oct 04, 2019 9:24 am
- Forum: Modding help
- Topic: Using prototype:Order to sort Blueprints in Inventory
- Replies: 8
- Views: 3397
Using prototype:Order to sort Blueprints in Inventory
Hi, so, I'm attempting to change the order of the blueprints and similar items in inventory. As in, how they are sorted within the player's inventory. Currently, I'm using lines like these below, but whilst they compile fine and the game loads them just fine, nothing about the ordering of the items ...
- Fri Oct 04, 2019 8:45 am
- Forum: Modding help
- Topic: Change drone speed/energy per tick/max payload size in mods
- Replies: 4
- Views: 2570
Re: Change drone speed/energy per tick/max payload size in mods
Hi,
I'm no expert on the mods in question, but the syntax you're using to modify entity properties seems wrong.
Below is some lines from my own mod that alters the vanilla construction robots, so this may serve as a guideline at least, for the general syntax the line should follow, and possibly for ...
I'm no expert on the mods in question, but the syntax you're using to modify entity properties seems wrong.
Below is some lines from my own mod that alters the vanilla construction robots, so this may serve as a guideline at least, for the general syntax the line should follow, and possibly for ...
- Sat Jun 08, 2019 7:31 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 90046
Re: Train station skipping conditions
Add "Depot" station name with "iddle" condition. It means train should go to "Depot" station when no other valid destinations in list. Exit condition may be empty because nowhere to move anyway. But may be used for fuelling purpose for example.
You don't even necessarily need an idle station ...
- Fri Feb 22, 2019 3:36 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 116512
Re: Friday Facts #279 - Train GUI & Modern Spitter
Had a long spiel about train 'skipping stations' conditions. and trains fuel being a condition parameter we can use. forums logged me out before i could submit it, EVEN THOUGH I LOGGED IN JUST NOW SPECIFICALLY TO WRITE IT, so now my awesome reply is lost. thanks
I'm not bitter, clearly. I spent 5 ...
I'm not bitter, clearly. I spent 5 ...
- Sat Sep 02, 2017 6:03 am
- Forum: Ideas and Suggestions
- Topic: More Pumpjack access points
- Replies: 18
- Views: 8617
Re: More Pumpjack access points
Don't forget that you can rotate pump-jacks.
Yeah, that's why I specifically indicated on that image, the points you can't rotate to.
Without some restrictions the game would be too easy
To me, it's not about easy or hard. Right now, I am working on a massive train map. Space, is not a ...
Yeah, that's why I specifically indicated on that image, the points you can't rotate to.
Without some restrictions the game would be too easy
To me, it's not about easy or hard. Right now, I am working on a massive train map. Space, is not a ...