Search found 26 matches

by CyberWizard2261
Wed Nov 20, 2024 9:01 pm
Forum: Modding interface requests
Topic: [2.0.14] Add more ways for quality to affect items
Replies: 15
Views: 567

Re: [2.0.14] Add more ways for quality to affect items

I'm not sure if UberWaffe's idea was well understood, what we do want is a different item for each quality so we can freely specify all of its properties, each item will be able to place its entities, equipment, etc, and everything could be customized at will the main difference from the old system ...
by CyberWizard2261
Sat Nov 16, 2024 1:33 pm
Forum: Modding interface requests
Topic: [2.0.14] Add more ways for quality to affect items
Replies: 15
Views: 567

Re: [2.0.14] Add more ways for quality to affect items

(I suspect the quality approach is too far down the line to change, but here it is anyway.) How I would have liked the quality engine and lua to have worked: TL;DR More like next_upgrade. Separate prototype item / entity / recipe per quality level, instead of linear modifiers scattered all over the...
by CyberWizard2261
Fri Nov 08, 2024 7:35 pm
Forum: Modding interface requests
Topic: Furnace recipe with optional ingredient
Replies: 0
Views: 70

Furnace recipe with optional ingredient

I was trying to make a furnace that can receive a air filter as optional ingredient to change the recipe into one that don't make pollution (the other ingredient is a fluid) I successfully made 2 recipes with and without the filter but when I try to insert the filter in the furnace I receive a msg s...
by CyberWizard2261
Tue Mar 31, 2020 11:28 am
Forum: Modding discussion
Topic: problem with LuaTechnology.level
Replies: 5
Views: 1892

Re: problem with LuaTechnology.level

thanks, picklock now I can make a code to circumvent this problem, but I still think this kind of unintuitive feature deserves a better explanation
by CyberWizard2261
Mon Mar 30, 2020 8:33 pm
Forum: Modding discussion
Topic: problem with LuaTechnology.level
Replies: 5
Views: 1892

Re: problem with LuaTechnology.level

I'm sorry but if you consider this vague sentence an explanation I think there's something wrong with you
by CyberWizard2261
Mon Mar 30, 2020 7:38 pm
Forum: Modding discussion
Topic: problem with LuaTechnology.level
Replies: 5
Views: 1892

problem with LuaTechnology.level

in techs with multiple levels, LuaTechnology.level is showing level + 1 except when level = max level
Am I missing something? Is it a bug? If this is the normal behavior I think it should be explained in the documentation since it's unintuitive
by CyberWizard2261
Fri Mar 27, 2020 2:47 pm
Forum: Modding help
Topic: rotatable rectangular entity
Replies: 1
Views: 782

rotatable rectangular entity

I made a 3x2 assembler to make hydrogen from heat, it should be peaceable like a heat exchanger but the game always places it in weird positions I made a hack to avoid this (made it placeable off-grid, made a heat-boiler fake entity and replace the fake for the true one using code) but I'd like to d...
by CyberWizard2261
Mon Apr 29, 2019 9:07 pm
Forum: Modding interface requests
Topic: Allow inserters to take from burnt_result_inventory
Replies: 2
Views: 1232

Re: Allow inserters to take from burnt_result_inventory

I have the same problem: I made furnaces that use hydrogen bottles as fuel and the inserters just don't take the used bottles from the used fuel inventory I really would like to solve this problem without a runtime script
by CyberWizard2261
Sat Sep 01, 2018 4:18 pm
Forum: Modding help
Topic: Help with making an entity non-rotateble
Replies: 4
Views: 1948

Re: Help with making an entity non-rotateble

try

flags = {"player-creation","placeable-neutral", "not-rotatable"}
by CyberWizard2261
Thu Jul 26, 2018 1:13 pm
Forum: Modding help
Topic: tertiary power assembling machine
Replies: 0
Views: 649

tertiary power assembling machine

I made an extremely power hungry assembling machine and set it to tertiary power so it would work using only if the factory has enough energy for other processes It works, it uses only excess energy from the factory, but when paired with accumulators some weird things happen: The accumulators don't ...
by CyberWizard2261
Wed Jul 25, 2018 12:38 pm
Forum: Implemented mod requests
Topic: Target temperature for heat energy source
Replies: 6
Views: 2563

Re: Target temperature for heat energy source

Thanks, Klonan
I just can't wait to make heat-factories
by CyberWizard2261
Tue Jul 24, 2018 4:37 pm
Forum: Implemented mod requests
Topic: Target temperature for heat energy source
Replies: 6
Views: 2563

Re: Target temperature for heat energy source

The way it is now furnaces and assembling machines can work using heat energy source just like heat exchangers I made a heat-furnace but it starts working as soon as the temperature rises above 15C and this far from realistic With a target temperature in the energy source, we can make realistic proc...
by CyberWizard2261
Tue Jul 24, 2018 1:47 pm
Forum: Implemented mod requests
Topic: Target temperature for heat energy source
Replies: 6
Views: 2563

Target temperature for heat energy source

I'd like to see more entities using heat energy source (not only boilers), but most heat processes require a temperature much above 15C to work in real life I'm planning to produce hydrogen via pyrolysis at 800C, and I'm quite sure other modders will think in creative ways to use heat too I'd really...
by CyberWizard2261
Tue Jul 24, 2018 12:48 pm
Forum: Modding help
Topic: How to make a custom arithmetic/decider combinator?
Replies: 4
Views: 2582

Re: How to make a custom arithmetic/decider combinator?

I don't recommend modify data.raw table, it's better to make your entity apart from vanilla ones, you'll have much more freedom with the definitions Vanilla combinators have too much code written in C for performance reasons, make combinator logic in LUA is not recommended unless it's really critica...
by CyberWizard2261
Sun Jul 22, 2018 1:10 pm
Forum: Ideas and Requests For Mods
Topic: [Request] AWACS Plane
Replies: 5
Views: 2010

Re: [Request] AWACS Plane

You didn't say anything about outrun enemies, and the Warden was not created to be used alone... You should use AAI Chaingunners or Laser Tanks as an escort, just make them follow you with AAI's remote control (click on yourself) and you can run controlling a single vehicle while the group smashes a...
by CyberWizard2261
Fri Jul 20, 2018 6:09 pm
Forum: Ideas and Requests For Mods
Topic: [Request] AWACS Plane
Replies: 5
Views: 2010

Re: [Request] AWACS Plane

AAI vehicles warden is a car with a radar and few other support roles, it reveals a bit more than normal radar permanent coverage and has a reasonable speed
by CyberWizard2261
Fri Jul 20, 2018 5:58 pm
Forum: Modding help
Topic: heat energy source
Replies: 0
Views: 608

heat energy source

I'm trying to make a "salt evaporation pond" powered by my heat solar panels and for this, I used a furnace with heat energy source and it works! As soon as the temperature rises above 15C it starts working. Problem: I wanted it to start working at 40C, does anyone know if heat energy sour...
by CyberWizard2261
Thu Jul 19, 2018 12:32 am
Forum: Modding interface requests
Topic: R/W temps of reactors, etc or R/W consumption,burner.efficie
Replies: 4
Views: 1636

Re: R/W temps of reactors, etc or R/W consumption,burner.efficie

I stumbled upon the same problem: I made heat accumulators based on heat pipes and wanted to make them keep the same temperature when replaced by an upgrade The problem is: I set the entity's temperature in the on_built_entity event but this event only fires few ticks AFTER the entity is built, time...
by CyberWizard2261
Wed Jul 18, 2018 2:40 am
Forum: Modding help
Topic: Ghost constant combinator
Replies: 2
Views: 1199

Re: Ghost constant combinator

you can get the signals the same way you do with a normal combinator:

ghost_control = ghost_entity.get_or_create_control_behavior()
signal = ghost_control.get_signal(number)
by CyberWizard2261
Mon Jul 16, 2018 3:43 pm
Forum: Modding help
Topic: {solved}showing signals on a hiden entity
Replies: 2
Views: 1116

Re: showing signals on a hiden entity

eradicator wrote: So how about using on_selected_entity_changed to set it to what you want every time it changes?
It worked! It executes 2-3 times per second but it works

Thanks again eradicator

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