Search found 115 matches
- Sun Aug 26, 2018 11:05 am
- Forum: Duplicates
- Topic: [0.16.51] Drill doesn't restart when new ore is placed below
- Replies: 1
- Views: 1277
[0.16.51] Drill doesn't restart when new ore is placed below
Replicate by : Have a drill working in an ore field -> Expected resources shows value, Ore is placed on the transport belt The ore in the range of the drill is depleted -> Expected resources shows no value, No more ore on the transport belt. Add ore beneath the drill with /c game.player.surface.crea...
- Fri Aug 24, 2018 3:24 pm
- Forum: Modding help
- Topic: Restart mining drill
- Replies: 8
- Views: 2965
Re: Restart mining drill
@darkfrei
Thanks, Setting the drill active first to false then to true made it get back to work.
@Aeternus
The drills you see with yellow do have resources beneath them (I checked).
Bottleneck shows red when no resources available( and green when all is running OK)
Thanks, Setting the drill active first to false then to true made it get back to work.
@Aeternus
The drills you see with yellow do have resources beneath them (I checked).
Bottleneck shows red when no resources available( and green when all is running OK)
- Thu Aug 23, 2018 9:50 pm
- Forum: Modding help
- Topic: Restart mining drill
- Replies: 8
- Views: 2965
Re: Restart mining drill
Did some further testing. Looks like it is not that the drill doesn't "see" the ore but that it cannot move it to the belt. Just rotating the drill 4 times makes it work. See the picture, the drill has mined the ore but is not putting it on the belt. The yellow dots are from the bottleneck...
- Thu Aug 23, 2018 2:16 pm
- Forum: Modding help
- Topic: Restart mining drill
- Replies: 8
- Views: 2965
Restart mining drill
Hi, - I have a mining drill which took all the ore below it. - Put new ore beneath it with "surface.create_entity({name="copper-ore", amount=ore, position={game.player.position.x+x, game.player.position.y+y}})" - I see it correctly displayed, the mining drill shows "expected...
- Thu Apr 05, 2018 7:21 am
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2314
Re: Add flow to Fluid box API
Any opinion on this.
I would like to make a mod like bottleneck(logistics) visualizing the flows in my factory.
Not taking every pipe into account but a user selectable subset.
This update would make that possible.
I would like to make a mod like bottleneck(logistics) visualizing the flows in my factory.
Not taking every pipe into account but a user selectable subset.
This update would make that possible.
- Wed Mar 28, 2018 7:45 pm
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2314
Re: Add flow to Fluid box API
That's not to bad for my use.
That will give me enough info to work with.
Is it possible to add that to the fluidbox API ?
That will give me enough info to work with.
Is it possible to add that to the fluidbox API ?
- Wed Mar 28, 2018 6:17 pm
- Forum: Modding interface requests
- Topic: mod_data property for entity
- Replies: 10
- Views: 3545
Re: mod_data property for entity
Hi,
What is your opinion on this ?
Any chance that this can be added ?
What is your opinion on this ?
Any chance that this can be added ?
- Wed Mar 28, 2018 6:07 pm
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2314
Re: Add flow to Fluid box API
Hi,
What is your opinion on this ?
Any chance that this can be added ?
What is your opinion on this ?
Any chance that this can be added ?
- Thu Mar 22, 2018 3:27 pm
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2314
Re: Add flow to Fluid box API
Would use it in my modded combinator to show/act on actual flow of liquids in parts of the factory. I know pipes cannot be connected to the circuit network but can work around that issue. In what units is the flow expressed ? Don't see the flow graphics in a tank, is it just to small to see or not a...
- Thu Mar 22, 2018 1:28 pm
- Forum: Modding interface requests
- Topic: Add flow to Fluid box API
- Replies: 8
- Views: 2314
Add flow to Fluid box API
In the API a fluid box is defined as A fluid box is represented as a table: name :: string: Fluid prototype name of the fluid contained in this fluid box. amount :: double: Amount of the fluid in this box. temperature :: double (optional): The temperature. When reading from LuaFluidBox, this field w...
- Wed Mar 21, 2018 11:41 am
- Forum: Modding interface requests
- Topic: Implement several new ghost-related events
- Replies: 9
- Views: 2892
Re: Implement several new ghost-related events
@bobingabout
That leads back to the issue that the is no mod_data option in an entity to save/provide that info.
I asked for that in this thread "viewtopic.php?f=28&t=57684#p342092
That leads back to the issue that the is no mod_data option in an entity to save/provide that info.
I asked for that in this thread "viewtopic.php?f=28&t=57684#p342092
- Thu Mar 15, 2018 4:11 pm
- Forum: Modding interface requests
- Topic: mod_data property for entity
- Replies: 10
- Views: 3545
Re: mod_data property for entity
@Rseding91
What is your opinon on getting this in the modding interface ?
What is your opinon on getting this in the modding interface ?
- Mon Mar 12, 2018 10:39 pm
- Forum: Modding interface requests
- Topic: mod_data property for entity
- Replies: 10
- Views: 3545
Re: mod_data property for entity
Hi,
I think your solution doesn't fit my usecase.
If there is only an identification, the blueprint can only be used in the savegame in which it is created.
I think your solution doesn't fit my usecase.
If there is only an identification, the blueprint can only be used in the savegame in which it is created.
- Sat Mar 10, 2018 3:08 pm
- Forum: Modding help
- Topic: Updating alert_message of programmable speaker
- Replies: 3
- Views: 1028
Re: Updating alert_message of programmable speaker
Thanks, that was the issue.
Is this the part of the API doc you are referring to ?
Is this the part of the API doc you are referring to ?
Code: Select all
Luaentity
....
parameters :: ProgrammableSpeakerParameters [RW]
alert_parameters :: ProgrammableSpeakerAlertParameters [RW]
....
- Sat Mar 10, 2018 12:29 pm
- Forum: Modding help
- Topic: Updating alert_message of programmable speaker
- Replies: 3
- Views: 1028
Updating alert_message of programmable speaker
Hi, I am trying to update the alert_message of a programmable speaker within a mod. Will use that later on when I create an "own entity" based on the speaker. When running this code with a speaker selected I always get the current value, it never updates. /c s = game.player.selected if s.n...
- Wed Mar 07, 2018 8:48 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 17665
Re: [0.16] Attach Notes - to blueprints and entities
Found it, and works.
Thanks
Thanks
- Wed Mar 07, 2018 7:39 pm
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 17665
Re: [0.16] Attach Notes - to blueprints and entities
Can attach notes to blueprints but cannot find how to use the Attach notes to entities.
Am I correct that I can attach a note to new entities and also to entities already built ?
What would be the way to achieve that ?
Am I correct that I can attach a note to new entities and also to entities already built ?
What would be the way to achieve that ?
- Sun Mar 04, 2018 4:30 pm
- Forum: Won't implement
- Topic: regenerate_decorative not on top of belts/rails
- Replies: 3
- Views: 1241
Re: regenerate_decorative not on top of belts/rails
Bad luck. Expected to be easy as the create_decoratives() hase the option. create_decoratives{check_collision=β¦, decoratives=β¦} Adds the given decoratives to the surface. Each Decorative is name :: string position :: Position amount :: uint8 Parameters Table with the following fields: check_collisio...
- Sun Mar 04, 2018 3:40 pm
- Forum: Won't implement
- Topic: regenerate_decorative not on top of belts/rails
- Replies: 3
- Views: 1241
regenerate_decorative not on top of belts/rails
Hi,
When running regenerate_decorative on an existing chunk it places new decoratives on top of belts/trains.
Would like to have the function only next to but not over existing entities.
When running regenerate_decorative on an existing chunk it places new decoratives on top of belts/trains.
Would like to have the function only next to but not over existing entities.
- Sun Mar 04, 2018 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Factorio needs to be brighter (w/ images and source code)
- Replies: 27
- Views: 9664
Re: Factorio needs to be brighter (w/ images and source code)
Nice utility, will use it as I agree with the darkness
Pitty that it does not effect the map screen
Pitty that it does not effect the map screen