It seems surface.can_place_entity is also affected by this mechanic.
When you're new to Aquilo this function will return false on ammonia and ice. I guess that makes sense. Hoever, it does mean P.U.M.P. just refuses to work until you put down a couple of tiles. This can be (and has already been) a ...
Search found 14 matches
- Tue Nov 26, 2024 11:30 am
- Forum: Modding interface requests
- Topic: Expose default cover tile for packed ice
- Replies: 1
- Views: 404
- Sat Nov 23, 2024 1:26 pm
- Forum: Modding interface requests
- Topic: Expose default cover tile for packed ice
- Replies: 1
- Views: 404
Expose default cover tile for packed ice
Hello,
For my mod P.U.M.P. I place pump- and pipe ghosts on liquid resources. I also place landfill, packed ice, or foundation using the default-cover-tile exposed in the API for the tiles that need it.
However, there doesn't appear to be a way find which tile to use to cover meltable tiles. I ...
For my mod P.U.M.P. I place pump- and pipe ghosts on liquid resources. I also place landfill, packed ice, or foundation using the default-cover-tile exposed in the API for the tiles that need it.
However, there doesn't appear to be a way find which tile to use to cover meltable tiles. I ...
- Mon Nov 11, 2024 1:39 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 1421
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I did not encounter the issue anymore. Ever since I returned to Gleba and cleared out the frozen ones, there have not been any new frozen pentapods in the meantime.
There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated ...
There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated ...
- Tue Nov 05, 2024 6:35 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 1421
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I've landed on Gleba again today; and the moment I did the pentapods closest to the landing site started moving again, .. ie. attacking. The further ones didn't, but after I moved closer to them to investigate, they started moving, too.
- Mon Nov 04, 2024 10:31 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 1421
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I remotely added some turrets nearby; they got killed but didnt move at all while being shot.
- Mon Nov 04, 2024 6:17 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 1421
Re: [2.0.14] Idle or frozen Pentapods
Oh, I forgot the save. Here it is.
- Mon Nov 04, 2024 6:14 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 1421
[2.0.14] Idle or frozen Pentapods
The issue
I have a lot of Pentapods that don't do anything anymore.
They're the red streaks above the base. They seem to be remnants of thwarted attacks. As if they were separated from the group that was destroyed in the meantime?
11-04-2024, 19-03-09.png
They didnm't appear at once. They ...
I have a lot of Pentapods that don't do anything anymore.
They're the red streaks above the base. They seem to be remnants of thwarted attacks. As if they were separated from the group that was destroyed in the meantime?
11-04-2024, 19-03-09.png
They didnm't appear at once. They ...
- Fri May 24, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 17581
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
The undo/redo improvements look awesome. I tend to stay away from undo-ing, as it seems flakey at times. Having insights and better covarage will surely help!
I, too (like the 3rd poster), would like this also exposed in the modding API in one way or another.
As the author of P.U.M.P. I would very ...
I, too (like the 3rd poster), would like this also exposed in the modding API in one way or another.
As the author of P.U.M.P. I would very ...
- Fri Jan 05, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 59590
Re: Friday Facts #392 - Parametrised blueprints
This looks really cool with a lot of potential. I can imagine this will be particularly handy for stations. I recognize myself like a 100% in the use-case you sketched.
I will admit I find it a bit fuzzy how those purple parameter values find their way in the blueprint if they're not available ...
I will admit I find it a bit fuzzy how those purple parameter values find their way in the blueprint if they're not available ...
- Wed Dec 06, 2023 7:34 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 1073
Re: Help needed: Broken download link of latest mod version
Awesome! Thank you for the quick support 

- Wed Dec 06, 2023 6:30 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 1073
Help needed: Broken download link of latest mod version
Hi!
For some reason, as of today, the link to the latest version (1.3.3) of my mod P.U.M.P. broke:
https://mods.factorio.com/mod/pump/downloads
I get redirected with a message:
403 Forbidden
Code: AccessDenied
BucketName: prod-mod-uploads
RequestId: tx00000f9dfdca0c89ffbfb-006570bcf2-2bc55ff-prg ...
For some reason, as of today, the link to the latest version (1.3.3) of my mod P.U.M.P. broke:
https://mods.factorio.com/mod/pump/downloads
I get redirected with a message:
403 Forbidden
Code: AccessDenied
BucketName: prod-mod-uploads
RequestId: tx00000f9dfdca0c89ffbfb-006570bcf2-2bc55ff-prg ...
- Fri Sep 23, 2022 4:32 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 35598
Re: Friday Facts #370 - The journey to Nintendo Switch
Oooof; another year :o
Well, not what I was hoping for; but I'll be waiting for those future FFF's. Thank you for managing expectations at least.
I totally understand a weekly update is undoable. Though I hope I can tempt you slightly more frequent news compared to last year. Maybe 2-monthly ...
Well, not what I was hoping for; but I'll be waiting for those future FFF's. Thank you for managing expectations at least.
I totally understand a weekly update is undoable. Though I hope I can tempt you slightly more frequent news compared to last year. Maybe 2-monthly ...
- Mon Apr 27, 2020 11:36 am
- Forum: Modding interface requests
- Topic: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
- Replies: 3
- Views: 2499
Re: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
I would like something similar as well.
I'm in the proces of making a mod that places ghosts from a selection-tool (https://github.com/Xcone/factorio_pump see the gif there).
`LuaSurface.create_entity()` does not create those entities in undo-able fashion.
If support for undo is added I would ...
I'm in the proces of making a mod that places ghosts from a selection-tool (https://github.com/Xcone/factorio_pump see the gif there).
`LuaSurface.create_entity()` does not create those entities in undo-able fashion.
If support for undo is added I would ...
- Sat Aug 24, 2019 9:35 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 168097
Re: Friday Facts #309 - Controversial opinions
Interesting topics. Opinions incoming:
Inserters should not chase items
I don't mind either way. I'm sure you'll find a way to make it visually pleasing. I've been annoyed by the occasional inefficient pickups, but I've enjoyed fixing the issue in those very same scenario's. I read another reply ...
Inserters should not chase items
I don't mind either way. I'm sure you'll find a way to make it visually pleasing. I've been annoyed by the occasional inefficient pickups, but I've enjoyed fixing the issue in those very same scenario's. I read another reply ...