Yes. It would be useful for balancing reasonsrobot256 wrote: Sat Jul 12, 2025 4:41 pm Is your actual intention to make a cliff that players can mine but robots cannot?
Search found 265 matches
- Sat Jul 12, 2025 10:33 pm
- Forum: Modding interface requests
- Topic: Flag to order robots throw explosives on minable cliffs
- Replies: 2
- Views: 101
Re: Flag to order robots throw explosives on minable cliffs
- Sat Jul 12, 2025 4:12 pm
- Forum: Modding interface requests
- Topic: Flag to order robots throw explosives on minable cliffs
- Replies: 2
- Views: 101
Flag to order robots throw explosives on minable cliffs
I have a cliff entity which has it's minable property set but can also be destroyed by explosives.
When marking it for deconstruction, robots deconstruct it the normal way instead of throwing explosives at it.
Feature suggestion for a flag to be set.
When marking it for deconstruction, robots deconstruct it the normal way instead of throwing explosives at it.
Feature suggestion for a flag to be set.
- Sat Jul 12, 2025 2:30 pm
- Forum: Pending
- Topic: [2.0.57] Crash when trying to clone rolling stock
- Replies: 1
- Views: 117
[2.0.57] Crash when trying to clone rolling stock
Trief this in my mod:
local e = carriage.clone{position = teleport_pos, surface = v.surface, force = carriage.force}
The carriage is moving.
The game crashed with the following message:
C:\Users\build\AppData\Local\Temp\factorio-build-CUjDhu\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
C ...
local e = carriage.clone{position = teleport_pos, surface = v.surface, force = carriage.force}
The carriage is moving.
The game crashed with the following message:
C:\Users\build\AppData\Local\Temp\factorio-build-CUjDhu\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
C ...
- Wed Jul 02, 2025 7:38 am
- Forum: Modding help
- Topic: [Solved]Using autoplace to make a tile appear under a resource?
- Replies: 3
- Views: 248
Re: [Solved]Using autoplace to make a tile appear under a resource?
Alternatively, you can use the same noise expression for your tile autoplace
- Wed Jul 02, 2025 7:36 am
- Forum: Modding help
- Topic: Making a gun that requires no ammo
- Replies: 4
- Views: 301
Re: Making a gun that requires no ammo
What have you achieved so far?
- Sun Jun 08, 2025 9:41 am
- Forum: Modding help
- Topic: How to delete a logistic group?
- Replies: 2
- Views: 398
Re: How to delete a logistic group?
Maybe set group to an empty string
- Sat May 24, 2025 1:59 pm
- Forum: Modding help
- Topic: Problem toying with infinite tech
- Replies: 5
- Views: 846
Re: Problem toying with infinite tech
What is the max level you get?
I just saw that max_level must not be inside unit
I just saw that max_level must not be inside unit
- Sun May 04, 2025 1:45 pm
- Forum: Modding help
- Topic: Fixing outdated mods with a local mod?
- Replies: 1
- Views: 241
Re: Fixing outdated mods with a local mod?
You need to override all filenames in the data table where the missing files occur.
- Thu Apr 17, 2025 8:19 am
- Forum: Modding help
- Topic: Need help on coding problem
- Replies: 5
- Views: 643
Re: Need help on coding problem
Why second thread? viewtopic.php?t=128185
- Tue Apr 15, 2025 7:00 pm
- Forum: Modding help
- Topic: Seeking help with modding with circuit signals
- Replies: 3
- Views: 242
Re: Seeking help with modding with circuit signals
No, there is no internal connection between that gui and that entity
- Tue Apr 15, 2025 6:36 pm
- Forum: Modding help
- Topic: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
- Replies: 1
- Views: 219
Re: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
For one of the ingredients, the "amount" field is not present. You need to make sure it is.
- Tue Apr 15, 2025 6:29 pm
- Forum: Modding help
- Topic: Seeking help with modding with circuit signals
- Replies: 3
- Views: 242
Re: Seeking help with modding with circuit signals
You can stick custom GUIs to entity GUIs. Then just add a checkbox with tags, whose contents are the unit numer. Listen to the on_checkbox_checked event and read the tags, then you have your number
- Wed Apr 09, 2025 2:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.44] math2d.vector.to_orientation inconsequent value for west direction
- Replies: 1
- Views: 1889
[Genhis][2.0.44] math2d.vector.to_orientation inconsequent value for west direction
math2d.vector.to_orientation returns -0.25 for a vector pointing west instead of 0.75, which should be the output to be consequent with all orientation values between 0 and 1.
- Tue Mar 25, 2025 11:11 am
- Forum: Modding help
- Topic: I want to replace some images
- Replies: 1
- Views: 243
Re: I want to replace some images
I don't see where you are writing the modified values into the data.raw table
- Tue Mar 25, 2025 11:07 am
- Forum: Modding help
- Topic: How to controllall enemies
- Replies: 2
- Views: 276
Re: How to controllall enemies
Did you have a look into the SE code how it's done?
- Mon Mar 24, 2025 10:01 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] util.rotateposition bug
- Replies: 1
- Views: 1147
[boskid] util.rotateposition bug
util.rotate_position() has unintended behaviour. When rotating the vector {0, -4} (whch is pointing north) to 0.25 (east), I'd expect the result being {4, 0}, but it is returning {-4, 0}.
I think the problem might be due to the inverted y axis. When assuming cartesian coordinates where y values ...
I think the problem might be due to the inverted y axis. When assuming cartesian coordinates where y values ...
- Tue Mar 18, 2025 12:47 pm
- Forum: Modding help
- Topic: Recipe Set Event Handler
- Replies: 2
- Views: 714
Re: Recipe Set Event Handler
That's been already discussed: viewtopic.php?t=61339
But you can ask there if they could implement it now, since circuits are able to set the recipe
But you can ask there if they could implement it now, since circuits are able to set the recipe
- Sat Mar 15, 2025 9:20 pm
- Forum: Modding help
- Topic: Designate allowed building area
- Replies: 5
- Views: 536
Re: Designate allowed building area
You can draw a color tint on this certain area using rendering
- Wed Mar 12, 2025 11:34 am
- Forum: Not a bug
- Topic: [2.0.39] Placing non-minable tiles does not erase hidden tiles
- Replies: 1
- Views: 338
[2.0.39] Placing non-minable tiles does not erase hidden tiles
Placing a non-mineable tile will erase hidden and double hidden tiles
that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles".
/c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}})
/c game.player.surface.set_hidden_tile({0 ...
that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles".
/c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}})
/c game.player.surface.set_hidden_tile({0 ...
- Mon Feb 24, 2025 11:08 am
- Forum: Modding help
- Topic: Change map_gen_settings based on position
- Replies: 8
- Views: 873
Re: Change map_gen_settings based on position
They do.pelocammelo wrote: Mon Feb 24, 2025 8:32 am but I don't think the prototypes in nauvis auto_settings match the prototypes in data.raw. Any ideas how could I solve this?
And why using your own noise_multiply function? it should work by simply multiplying the two operands in probabilty_expression