Search found 265 matches

by Natha
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

robot256 wrote: Sat Jul 12, 2025 4:41 pm Is your actual intention to make a cliff that players can mine but robots cannot?
Yes. It would be useful for balancing reasons
by Natha
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.
by Natha
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 ...
by Natha
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
by Natha
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?
by Natha
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
by Natha
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
by Natha
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Topic: Fixing outdated mods with a local mod?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Re: Fixing outdated mods with a local mod?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.
by Natha
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
by Natha
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
by Natha
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.
by Natha
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
by Natha
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.
by Natha
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
by Natha
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?
by Natha
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 ...
by Natha
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
by Natha
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
by Natha
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 ...
by Natha
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

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?
They do.
And why using your own noise_multiply function? it should work by simply multiplying the two operands in probabilty_expression

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