Search found 115 matches

by hreintke
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...
by hreintke
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)
by hreintke
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...
by hreintke
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...
by hreintke
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.
by hreintke
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 ?
by hreintke
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 ?
by hreintke
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 ?
by hreintke
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...
by hreintke
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...
by hreintke
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
by hreintke
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 ?
by hreintke
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.
by hreintke
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 ?

Code: Select all

Luaentity 
....
parameters :: ProgrammableSpeakerParameters [RW]	
alert_parameters :: ProgrammableSpeakerAlertParameters [RW]	
....
by hreintke
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...
by hreintke
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
by hreintke
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 ?
by hreintke
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=…, decoratives=…} Adds the given decoratives to the surface. Each Decorative is name :: string position :: Position amount :: uint8 Parameters Table with the following fields: check_collisio...
by hreintke
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.
regenerated_decorative.JPG
regenerated_decorative.JPG (100.46 KiB) Viewed 1241 times
regenerated_decorative_rail.JPG
regenerated_decorative_rail.JPG (84.6 KiB) Viewed 1241 times
by hreintke
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

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