Search found 234 matches

by mrudat
Sat Oct 21, 2023 7:19 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 45530

Re: Friday Facts #381 - Space Platforms

It looks strange not to have some method for how buildings are placed on the space platform. Perhaps specialized space spidertrons for construction would be nifty; instead of pointy feet, they grab hold of the platform to move around, and ideally, their animation is impacted by how much thrust is be...
by mrudat
Sat Nov 27, 2021 7:59 am
Forum: General discussion
Topic: Alt-F4 #53 - Laziness through Automation
Replies: 3
Views: 2210

Re: Alt-F4 #53 - Laziness through Automation

From the point of view of maximum laziness; reuse the screenshot layouts for main menu scenarios and/or test cases?

Also, I think there's an option to tell factorio to load a map then run for n ticks; though I don't know if you can use graphics in that mode.
by mrudat
Sun Nov 21, 2021 7:52 am
Forum: Ideas and Requests For Mods
Topic: Targeted/Directional Radars
Replies: 1
Views: 1168

Re: Targeted/Directional Radars

Two methods I know of to nearly do what you're describing; fire artillery where you're exploring, or the scanning radar mod; it allows you to describe minimum and maximum range, and start and end angle from the radar.
by mrudat
Sun Nov 21, 2021 7:47 am
Forum: Ideas and Requests For Mods
Topic: Mod request/idea - Water strider
Replies: 4
Views: 1824

Re: Mod request/idea - Water strider

So... a spidertron with floaties (pontoons, I guess), or perhaps one with really long legs?
by mrudat
Tue Nov 16, 2021 8:40 am
Forum: Ideas and Suggestions
Topic: (minable) beach tiles around water areas
Replies: 1
Views: 1108

Re: (minable) beach tiles around water areas

Sounds like something that should be easily doable by a mod. Some mods that do parts of what you're suggesting: * https://mods.factorio.com/mod/platforms <-- removable tiles that go over water Any number of mods that override and/or modify terrain generation. A trivial solution would be something li...
by mrudat
Tue Nov 16, 2021 8:20 am
Forum: Modding interface requests
Topic: on_player_placed_equipment by mod/player
Replies: 7
Views: 2285

Re: on_player_placed_equipment by mod/player

Edit: To actually address the topic: I suspect that one reason to want to know if the event was raised by a script is to avoid two scripts duelling over what precisely should be in the equipment grid or not. I assume that that's a large part of why the script_raised events exist. --- At least in 0.1...
by mrudat
Mon Nov 15, 2021 11:09 am
Forum: Modding interface requests
Topic: on_player_placed_equipment by mod/player
Replies: 7
Views: 2285

Re: on_player_placed_equipment by mod/player

Perhaps an optional player field in on_equipment_inserted, if nil, it wasn't a player?

Do note that an inserter can... insert equipment into a grid under the correct conditions.
by mrudat
Sun Sep 13, 2020 2:36 pm
Forum: General discussion
Topic: Six legs good, Eight legs bad!
Replies: 44
Views: 12235

Re: Six legs good, Eight legs bad!

I like spiders; they tend to eat all the other creepy-crawlies.

In terms of a practical solution, replacing the leg graphics with empty graphics seems the most compatible solution for multiplayer.

Perhaps a zip file of empty png files to overwrite the base graphics?
by mrudat
Sun Sep 13, 2020 2:26 pm
Forum: Modding discussion
Topic: Guidelines for matching the game's art style?
Replies: 5
Views: 3010

Re: Guidelines for matching the game's art style?

One of the FFFs suggested that the graphics are first rendered, and then possibly distressed, and then for icons, the individual mipmaps tweaked to look good. The impression I get is that Factorio buildings tend to be weathered, while Angel's, and even more so Pyanodan's, are shiny and new, as if th...
by mrudat
Sun Sep 13, 2020 9:17 am
Forum: Won't implement
Topic: A new prototype type to describe compound entities?
Replies: 4
Views: 1516

Re: A new prototype type to describe compound entities?

I think you would basically need the equivalent of, or perhaps precisely, a blueprint string to make that work, including the ability to specify sub-tile locations, circuit connections, etc.
by mrudat
Sun Sep 13, 2020 9:11 am
Forum: Won't implement
Topic: A new prototype type to declare magic entities?
Replies: 3
Views: 1578

Re: A new prototype type to declare magic entities?

eradicator wrote:
Sat Sep 12, 2020 10:31 am
A freetext "tag=" on PrototypeBase would be sufficient.
Ah, but what if you want to make something magic in two ways; if you have just one tag, only one value can be associated; you could also do a set of tags, so this thing is interesting to mod 1 and mod 2.
by mrudat
Sun Sep 13, 2020 1:34 am
Forum: Ideas and Requests For Mods
Topic: mod idea: big bag / pallets mod
Replies: 3
Views: 1460

Re: mod idea: big bag / pallets mod

I've been working on updating Pallets for myself.

I just uploaded my take on it here.
by mrudat
Sat Sep 12, 2020 4:03 am
Forum: Won't implement
Topic: A new prototype type to declare magic entities?
Replies: 3
Views: 1578

A new prototype type to declare magic entities?

It would be useful to be able to declare that a given entity is magic (has additional behaviour that is supplied by a control script), so that if a mod creates a derived entity, it too can be flagged as being magical, without requiring explicit support in both mods. something like: data:extend{ { ty...
by mrudat
Sat Sep 12, 2020 3:50 am
Forum: Won't implement
Topic: A new prototype type to describe compound entities?
Replies: 4
Views: 1516

A new prototype type to describe compound entities?

It could be useful to have a new prototype that can encode the components of a compound entity (one where a proxy object is built, and immediately replaced with a set of other entities). As an example use-case, it is not possible to create a Battery powered Cargo Ship without explicit support from b...
by mrudat
Tue Aug 25, 2020 4:44 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 14527

Re: [MOD 0.18] RITEG

https://mods.factorio.com/mod/RITEG/dis ... a405f0bf3a

Crash on changing map-wide settings, possibly due to RITEGs being cloned by warptorio2?
by mrudat
Fri Aug 21, 2020 11:47 pm
Forum: Ideas and Requests For Mods
Topic: Spidertron Dock
Replies: 2
Views: 1472

Re: Spidertron Dock

Have a look at aai, spidertron logistics, or logiquipment?

None of them are exactly what you're after, but they do work in the same general area.
by mrudat
Thu Aug 20, 2020 12:50 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 19
Views: 16417

Re: [0.15, 0.16] Nuclear Fuel

For the benefit of combatability, I (attempted to) calculate the approximate fuel value of the various nuclear materials, and here are my results: Edit: Presuming that I haven't made a mistake somewhere, I think I'm going to pretend that Classic mode doesn't exist. TLDR, the results: Classic: https:...
by mrudat
Sun Aug 02, 2020 8:38 am
Forum: Ideas and Requests For Mods
Topic: Playing on the net of a cube.
Replies: 6
Views: 1994

Re: Playing on the net of a cube.

The main reason why is someone (not particularly seriously) suggested playing on the surface of a 4D object, which I don't think it would be feasible to represent with a 2D map, so I tried to think of what could be feasibly implemented, and I think you could implement a cube. You can only implement ...
by mrudat
Tue Jul 21, 2020 12:14 pm
Forum: Ideas and Requests For Mods
Topic: Rail SIGNAL Bridge mod?
Replies: 4
Views: 1807

Re: Rail SIGNAL Bridge mod?

I imagine what you'd need is something of a cross between a rail signal (so you can place them next to rail), a power pole (graphically) and an underground belt, for the behavior and cost. I'm guessing the signalling would ideally be configurable, but it would probably work acceptably well to only s...

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