provide create_build_effect_smoke option for .clone()

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thesixthroc
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provide create_build_effect_smoke option for .clone()

Post by thesixthroc »

(Title edited in light of my first reply to this thread.)

---------- Old OP:

Currently, it's not possible to apply .teleport(1,0) to belts, undergrounds and splitters:

https://lua-api.factorio.com/latest/Lua ... l.teleport

I appreciate there might be difficulties, but adding this functionality would open up a wide range of scenario possibilities (even without solving this for underground pipes, etc.). I'm building a scenario with a custom 'vehicle area' that moves.
Last edited by thesixthroc on Fri Dec 25, 2020 5:38 pm, edited 5 times in total.

thesixthroc
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Re: Figure out how to let .teleport() work on belts?

Post by thesixthroc »

Well, I've made progress using .clone() - except for the build effect smoke that comes out. It would be great to make that optional.

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Re: Edited: provide create_build_effect_smoke option for .clone()

Post by ssilk »

moved from suggestions— ssilk
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thesixthroc
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Re: Edited: provide create_build_effect_smoke option for .clone()

Post by thesixthroc »

Bump. This is a request to add an option that create_entity{} already has, to clone{}!

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Re: provide create_build_effect_smoke option for .clone()

Post by Rseding91 »

OK. I also added it for the 3 clone functions on LuaSurface.
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