Search found 115 matches

by hreintke
Sat Oct 28, 2017 7:44 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 78937

Re: [MOD 0.15.x] Mining Space Industries

Gameplay question :

I now have the objective "Let's go testing....I will try to recover the data from the computer. But I going to need a pin drive.

Don't know what a "pin drive" is and where/how to get that.
by hreintke
Fri Oct 27, 2017 9:21 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 78937

Re: [MOD 0.15.x] Mining Space Industries

No, I am using 15.33.
Also checked in a "new game" that I did not remove the chest with one of the commands I use when starting a new game (no character, daylight on, no enemies)
by hreintke
Thu Oct 26, 2017 2:35 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 78937

Re: [MOD 0.15.x] Mining Space Industries

I am using this code, that does find my own logistic requester chests. /c local surface = game.player.surface for c in surface.get_chunks() do for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, name="logistic-chest-requester&quo...
by hreintke
Thu Oct 26, 2017 12:26 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 78937

Re: [MOD 0.15.x] Mining Space Industries

There is not any requester chest in the game. Checked with /c command.

When it explodes it only says "Exploded" Does it effect further game play ?
by hreintke
Thu Oct 26, 2017 7:39 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 78937

Re: [MOD 0.15.x] Mining Space Industries

Hi, I am in the first stages of the game, set up a small base for resarching. Now I get the message that I need to put resources in the wreck to prevent exploding. Can't find what I have to put in there. Did I miss some documentation ? Edit : Is there an option to run without time limits ? I'd like ...
by hreintke
Mon Sep 25, 2017 10:42 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 56598

Re: Friday Facts #209 - Optimisation is a way of life

I am relative new to the game and probably an atypical player. Using peacefull mode and evem detroying all enemy structures with console when starting a game. I just don't want to fight, only logistics. That's why I would like to have the logistic robots much more "moddable" . Would open a...
by hreintke
Sat Sep 23, 2017 11:26 am
Forum: Gameplay Help
Topic: Logiistic robot charging point
Replies: 1
Views: 3199

Logiistic robot charging point

Hi, I am trying to get a good understanding of logistic robots and roboports. I hav a game now in which I added a lot of logistic robots and where the bottleneck became the number of bots "waiting to be charged". Expected this was solvable with adding additional roboports of robot loading ...
by hreintke
Tue Sep 19, 2017 10:44 am
Forum: Mods
Topic: [MOD 0.15] Scriptable Drones v0.4.0
Replies: 14
Views: 8109

Re: [MOD 0.15] Scriptable Drones v0.2.0

Nice functionality.

First questions :

- Is there a possibility to update the speed of the bot ?
- Is thee a possibility to provide the bot a scripts without manually typing a run command ?
by hreintke
Mon Sep 18, 2017 10:18 pm
Forum: Modding help
Topic: logistic robots events
Replies: 1
Views: 656

logistic robots events

As I understand now from my testing the on_robot_... events only fire on construction robots. Are there also events available on the actions done by the logistic-robots ? Besides this, Is there somewhere documented what attributes & functions are available for robot entities. I am specially inte...
by hreintke
Tue Sep 12, 2017 6:58 am
Forum: Modding help
Topic: Getting Started: Mod to add different types of robot?
Replies: 6
Views: 2441

Re: Getting Started: Mod to add different types of robot?

Hi,

Is there a way that you can get the "command" of a robot i.e. what task it is performing at this moment ?
by hreintke
Sun Sep 10, 2017 5:09 pm
Forum: Modding help
Topic: Robot information in mod
Replies: 0
Views: 428

Robot information in mod

Hi, I am looking for a way to get robot information in my mod. Trying to get information on all logistic robots : /c local rt = game.player.surface.find_entities_filtered({type = "logistic-robot"}) local i = 0 local ln for a, robot in pairs(rt) do i = i + 1 game.player.print(i..robot.name....
by hreintke
Wed Sep 06, 2017 4:44 pm
Forum: Modding help
Topic: inserter pickup & drop position
Replies: 2
Views: 998

Re: inserter pickup & drop position

Did some further testing and found that also the position of an entity is not really updated.

with : player.selected.position.x = player.selected.position.x +1

does not move the entity.

Any hint/help appreciated
by hreintke
Wed Sep 06, 2017 2:03 pm
Forum: Gameplay Help
Topic: Move goods without belts
Replies: 5
Views: 2066

Re: Move goods without belts

OK, clear and understandable.

Thanks for the clarification
by hreintke
Wed Sep 06, 2017 10:33 am
Forum: Gameplay Help
Topic: Move goods without belts
Replies: 5
Views: 2066

Move goods without belts

Hi, After seeing and implementing a layout for research which used inserters between labs to move the red/green items in this way : labs.JPG I tried to use the same approach with two assembling machine this way : assembling.JPG But then the copper plates and gear wheels are not moved from assembling...
by hreintke
Mon Sep 04, 2017 7:53 pm
Forum: Modding help
Topic: inserter pickup & drop position
Replies: 2
Views: 998

inserter pickup & drop position

I am trying to update the pickup and/or drop position of an inserter but the values do not change. Statments f.e : if player.selected.type == "inserter" then' player.print("before"..player.selected.pickup_position.y) player.selected.pickup_position.y = player.selected.pickup_posi...

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