Would it be possible to have a flag on cars so that they can be mined even while there are characters inside?
The use case is that I have dummy characters in vehicles so that the engine sounds and lights work, but it prevents mining.
Search found 711 matches
- Mon Jun 08, 2020 1:20 pm
- Forum: Modding interface requests
- Topic: Prototype/Car can_be_mined_while_driving
- Replies: 0
- Views: 784
- Mon Jun 08, 2020 11:49 am
- Forum: Implemented mod requests
- Topic: Prototype/Character has_belt_immunity
- Replies: 1
- Views: 1207
Prototype/Character has_belt_immunity
I have some variants of characters that are flying, for example, the Jetpack mod.
Would it be possible to add has_belt_immunity to the character prototype?
Thanks.
Would it be possible to add has_belt_immunity to the character prototype?
Thanks.
- Wed Jun 03, 2020 4:19 pm
- Forum: Implemented mod requests
- Topic: Smart entity collision mode for items that place tiles
- Replies: 0
- Views: 926
Smart entity collision mode for items that place tiles
The editor has a smart entity collision mode for tile placement. There does not seem to be any way to do this for items, and no way to prevent entities from being destroyed if the tile is changed. This request is to add a flag to the item's place_as_tile property: https://wiki.factorio.com/Types/Pla...
- Sun May 24, 2020 2:36 pm
- Forum: Mod portal Discussion
- Topic: Can't update mod: 403 on upload completion
- Replies: 1
- Views: 1348
Can't update mod: 403 on upload completion
I'm trying to update Alien Biomes but I get an error when the upload finishes: "Error: Access forbidden. Please refresh the page and try again. (code: 403)" I've tried a few times now, same every time. The mod zip file is negligibly larger than the previous version. The upload took about 2...
- Fri May 08, 2020 2:00 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 20657
Re: Friday Facts #346 - He who does nothing, breaks nothing
If the character's position becomes invalid you could nudge them towards the nearest valid position.
- Mon Apr 27, 2020 1:30 pm
- Forum: Already exists
- Topic: crafting_entity.show_in_recipes_made_in
- Replies: 2
- Views: 1929
- Sun Apr 26, 2020 1:08 am
- Forum: Already exists
- Topic: crafting_entity.show_in_recipes_made_in
- Replies: 2
- Views: 1929
crafting_entity.show_in_recipes_made_in
This request is to have of property that can be set on crafting entity prototypes (character, assembling machine, furnace, rocket silo). The property would be would be the entity equivalent of a recipe's "always_show_made_in" property. The default value would be true, but can be set if set...
- Tue Mar 31, 2020 11:06 am
- Forum: Not a bug
- Topic: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
- Replies: 3
- Views: 1488
Re: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
I'll try and report back.
Edit:
Setting turret_base_has_direction solves all of the problems, so that is fantastic.
That means that what I reported earlier is possibly not important, but it does seem internally inconsistent.
Thanks for the response.
Edit:
Setting turret_base_has_direction solves all of the problems, so that is fantastic.
That means that what I reported earlier is possibly not important, but it does seem internally inconsistent.
Thanks for the response.
- Tue Mar 31, 2020 11:00 am
- Forum: Not a bug
- Topic: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
- Replies: 3
- Views: 1488
Re: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
I'll try and report back.
- Tue Mar 31, 2020 10:47 am
- Forum: Not a bug
- Topic: [0.18.17] 8-way rotation cursor visualisation and ghost placement problems
- Replies: 3
- Views: 1488
[0.18.17] 8-way rotation cursor visualisation and ghost placement problems
These issues relate to turrets with the "building-direction-8-way" flag. What does work: Get the entity from the editor, place 8 entities in a line pressing after each one. The entities will be placed with orientation in 8 increments and the graphics appear to display correctly. Also, if p...
- Mon Jul 29, 2019 2:36 pm
- Forum: Texture Packs
- Topic: [DONE] Tintable Icons
- Replies: 1
- Views: 2773
Re: [Request] Tintable Icons
Here you go.
- Fri Jul 26, 2019 11:52 pm
- Forum: Modding help
- Topic: [0.17.59] Projectiles disobey collision mask setting
- Replies: 1
- Views: 694
[0.17.59] Projectiles disobey collision mask setting
A projectile given a collision mask (such as "layer-13") and a collision box will collide with other entities (such as a "small-spitter") even though the entities don't collide with the projectile's layer. The easiest way to replicate is to use the walls-block-splitters mod: http...
- Tue Jul 02, 2019 12:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Bots placing upgrades can ignore entity collision settings.
- Replies: 3
- Views: 2459
Re: [0.17.52] Bots placing upgrades can ignore entity collision settings.
It seems that the change has made it so that you can't link entities in the upgrade planer at all if they have different collision masks. This greatly reduces the usefulness of the upgrade planner. There are situations where both types of entity could be valid on tiles even if their collision masks ...
- Sun Jun 30, 2019 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Bots placing upgrades can ignore entity collision settings.
- Replies: 3
- Views: 2459
Re: [0.17.52] Bots placing upgrades can ignore entity collision settings.
That's great thanks.
- Sun Jun 30, 2019 12:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.52] Rail cannot be give a fast_replace_group without disabling the ability to cross rails
- Replies: 1
- Views: 2818
[Rseding91] [0.17.52] Rail cannot be give a fast_replace_group without disabling the ability to cross rails
If straight-rail is given a fast_replace_group then if you try to place overlapping rail with different directions the new rail replaces the old rail. For example: You have straight horizontal rail, if you try and place vertical rail that crosses the line it removes a square of horizontal rail and b...
- Sun Jun 30, 2019 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Bots placing upgrades can ignore entity collision settings.
- Replies: 3
- Views: 2459
[0.17.52] Bots placing upgrades can ignore entity collision settings.
Bots can place an entity in a way that ignores the entity collision settings if it is done as part of an 'upgrade'. Simplified example situation: Floating wooden belt Alternate version of transport belt (floating wooden belt) can be placed on land and water (based on the collision mask). It is part ...
- Thu Jun 27, 2019 9:25 am
- Forum: Implemented mod requests
- Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
- Replies: 6
- Views: 2284
Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
That's amazing, it will make so many new things possible.
Thanks.
Thanks.
- Tue Jun 25, 2019 11:16 pm
- Forum: Implemented mod requests
- Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
- Replies: 6
- Views: 2284
Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
a method on LuaSurface that takes a list of property names and X,Y inputs. I'm not sure what exactly the property names would refer to so it is difficult to say, but if it allows reading of elevation, temperature, plus things like autoplace probability_expression, richness_expression for a specific...
- Fri Jun 21, 2019 1:24 am
- Forum: Implemented mod requests
- Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
- Replies: 6
- Views: 2284
Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
Yeah that would work.
- Thu Jun 20, 2019 12:00 am
- Forum: Implemented mod requests
- Topic: Ability to assign a robot to a logistic network
- Replies: 0
- Views: 607
Ability to assign a robot to a logistic network
I would like a way of assigning a logistic or construction bot to a logistic network. I can't find a way of doing that with the current API. Use case: A vehicle with an equipment grid gets swapped for another variant of the same vehicle but with different collision settings. All of the inventory and...