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provide create_build_effect_smoke option for .clone()

Posted: Tue Jun 09, 2020 1:31 pm
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.

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

Posted: Tue Jun 09, 2020 6:50 pm
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.

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

Posted: Wed Jun 10, 2020 9:02 am
by ssilk
moved from suggestions— ssilk

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

Posted: Wed Dec 23, 2020 11:34 pm
by thesixthroc
Bump. This is a request to add an option that create_entity{} already has, to clone{}!

Re: provide create_build_effect_smoke option for .clone()

Posted: Tue Dec 29, 2020 9:30 pm
by Rseding91
OK. I also added it for the 3 clone functions on LuaSurface.